#modding-general
1 messages ยท Page 1 of 1 (latest)
you should write your problem
Wow, Bethesda.net just keeps getting better and better! It now deletes the //r part of a mod URL such as https://rd.nexusmods.com/skyrimspecialedition/mods/13782 from a mod description, leaving only "https: d.nexus..." and breaking every link that happens to use the redirect URL.

But wait, there's more! This new feature is of course retroactive, so any links that you wrote in the past are now broken. 
@real sphinx Can you let the website engineers know how excited we are for this new feature?
Could you link to a description that demonstrates this bug?
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
at the bottom
I've tried correcting it but it keeps breaking the URL. It has done so for all of my mods.
Is there a reason you aren't using https://www.nexusmods.com/skyrimspecialedition/mods/13782
Increases the speed of all arrows and bolts, and makes them fly further before dropping towards the ground. This particular speed makes archery more realistic and satisfying while respecting gameplay
At some point Nexus Mods used the redirect URL and I just copied it.
It seems to affect all links that start with an R after https://
I'll pass this along. At least there's a workaround in the meantime.
Sounds like the software is interpreting //r as some kind of escape code.
Yeah I can change the URL but editing presumably all of my 75 uploads is not what I intended to spend my time on. :/
I'd guess it would also treat //n with the same result.
If the engineers can't fix all the links that have been broken then there should be a lot of descriptions out there which need to be edited.
Looks like only 42 mods have broken d.nexusmods links. I don't know if there are sorts of broken links impacted this, although it seems likely.
This is why Input Sanitization is important. ๐
doesn't look like any other letter is impacted
Interesting that only the //r would be parsed out like that.
Could someone port this mod to fallout 4 I have the mods Authors permission
He.l
Bethesda.net is still removing downloads and favorites numbers from various mods from various uploaders.
Most recently for me, a bundle I put together a couple months ago now called Realistic Plants Overhaul Revitalized, currently has something like 4900 downloads when I'm very sure it had almost 20,000 a week ago.
Link to this mod:
https://bethesda.net/en/mods/skyrim/mod-detail/4275535
It's been months since this started happening. I don't actually expect anything to come of this report. I still wanted to mention it though as this is not a new problem and it's not at all isolated. I've heard/seen from various other modders and porters that their uploads have been losing downloads numbers as well.
Needless to say, this isnt a massive deal or anything. Not nearly as troublesome as another issue youre having with somr players being unable to download certain mods; this is still happening too.
But it's incredibly demoralizing to put any time at all into putting something together for bethesda.net and then not even be able to see how it's received because the stupid numbers don't work right and aren't correct.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
A fix for this went in recently, but it isn't retroactive. If it continues to happen, please let us know.
There seems to be autobots running wild on a lot of platforms that use up and down votes as well as tracking download systems, it's the new battle ground for viewers and downloaders as well as bitcoin collecting or whatever cyber currency one is using, it is also a form of censorship.
Jesus. Suppose everyone needs a hobby but ffs.
2023 was on their latest youtube video
Is there a way to make fallout 4 like starfield?
Hmm Thank you
hii
Hello
i thought i would let people know snipey seems to be removing his ports aswell so you might want to get them before there removed,does anyone know what is happening with the porters that is the third porter in a few days to remove there port collection
Haven't heard anything from him since May so who knows.
Are they literally deleting things or just shuffling for updates?
we cant shuffle/temp hide a mod for updates on xbox
Let's not discuss other's personal affairs.
yes its not unusual i was a porter before but alot of mods are going down recently
is there somthing beth can do maybe re ad the ability to hide a mod from being public so the mods can be readded quickly when the drama is over
If a MOD author has removed their MOD, that is their choice.
im asking about what system can be added,why did you capitialize mod
As previously stated, once removed, if the MA wishes it to be restored, they can restore it.
they have to fully reupload it currently,adding pictures to the page etc if a modder could hide the page it could be a good option
we use to be able to and i know about pirates so we had it removed but maybe have a time delay on it so pirates cant release and hide
If the MA wishes to have a mod restored, that is up to them. We do not make private mods public, especially when they have it set to private for what ever reasons.
can we delete a mod then get it restored later,i wasnt talking about making a private mod public that would cause alot of problems especially with testing,i was saying a public mod that is currently released adding a option to make it private again we used to be able to do it years ago but pirates were releasing and hiding mods so beth removed it
Have you tried uninstalling vortex and reinstalling?, Or restarting your PC?
I need help with something
So i have a question
Ive been working on making Mod Bundles for Xbox for Skyrim, and some of the mods are Greenlit on Asset Use, but not Greenlit on Uploading To Other Sites.
The idea for Uploading Perms, to my understanding, is that i simply cant just take the existing mod and upload it by itself to another website without explicit permission from the OMA, right?
And the Idea of Asset Use, to my understanding, is that i can use any or all of the assets used in the mod as long as i have explicit permission (or in this case, a greenlight on asset use permission) to include it in a mod (in this case, a mod bundle) right?
This has been my understanding, as well as the understanding for my other porters for xbox, that as long as we arent just uploading the entirety of the mod as standalone to xbox, or any other site, and rather include it in a mod bundle as part of the terms of Asset Use, makinf it Completely Legal by the terms of the OMA.
Am i right in believing that? Or do i need a Greenlight on Uploading Perms as well. even though i am not uploading the mod standalone and by itself?
All Mods used are credited properly, with mod and author pages linked.
using a mod directly as is in a mod bundle is not the same as using the assets in a mod you created. a mod you created that happens to use assets from another mod is what is considered a transformative work and while some authors are fine with sharing their assets, it's with the expectation that the person using them is using them transformatively, creating new content beyond the resource assets. few if any authors want their work to just be uploaded as is with nothing new added or changed. including it in a mod pack/bundle/collection or whatever you want to call it doesn't really count as transformative because you haven't changed anything. Furthermore mod packs/bundles/collections are highly controversial among some mod authors. I suggest getting permissions specifically to include the asset mod as part of your bundle since being bundled is apparently not the author's original intent when giving permission for their assets to be used as a resource.
in fact you really should verify that all included authors are ok with their work being ported as part of a mod bundle specifically vs a standalone port
Highly controversial, although i have never seen anyone complain about mod bundles apart from people who just dont want their mods on anything but nexus.
Infact, alot of the ones i talk to are happy to reduce the mod slots
as a mod author I don't want my work in bundles or on Nexus. The mod author's wishes are what legally matter, not the end users
by combining mods into a bundle you're introducing new variables that affect the original mod author's support requests and they may not realize that the user asking them for help is using their mod as part of a bundle which affects things differently leading to frustration for both original mod author and the user trying to get support
many mod authors who are fine with having someone port their mod as is may not be interested in having it in a bundle
You are assuming things that you dont even understand.
When we do bundles, all work and questions Onto the bundler and porter, not the OMA.
We specifically tell people in the description nor to bother the OMA, and to ask us.
Dont talk about something you do not understand
These things are xbox only
I understand it very well. I also have had users that ignored your pretty requests and came to the original mod authors for help instead of the bundler. I also understand that mod "bundlers" have varying degrees of knowledge and skill when it comes to putting mods together. The vast majority create garbage.
I support Xbox users heavily
What you didn't get from my comments is that what is LEGAL is what ultimately matters. You need to get permission for LEGAL reasons
Clearly you havent looked at bundles in years. All of the bundlers i know do amazing jobs, and are often far better than alot of OMAs
I looked at the most popular bundle on a very large website just a week and a half ago. It was hot garbage.
If you are uploading anything that contains work that is not your own, you need to display or link visible permission from the original creators.
Again, my question is whether or not Asset Use falls under fair game for bundles.
It doesn't, you still need to get permission for using assets in ways other than originally stated by the OMA.
If the entirety of the mod is in the bundle, Asset Use would not be appropriate.
Thank You
Which is exactly what I said. ๐คท
Bundling mods is not creating mods. Further just as not all mod "bundlers" have the requisite skills to do that job, not all mod authors have the requisite skills to do the mods they published. my early work was hot garbage too. I learned from my mistakes and fixed them. Either way it's frustrating to help users when they're using work that's got issues.
why would bundles have different permissions to any other mod
bundles send you to the download page of each mod and because of mod manager integration send the endorsements because it works the same as just cuing them up in order
your massively overstating the amount of people who left the nexus
How many was it?
Bundles on Xbox are not the same as collections on Nexus. They're "true" mod packs that are fully combined into one mod.
I had a player ask me about an Xbox mod "bundle" just last night after having the above conversation. The author of the bundle has ported multiple mods without even crediting the original author much less giving indication of permission. I also strongly suspect that at least one aspect of the mod bundle was done incorrectly but have no way to verify since it's Xbox only. It also doesn't indicate permission or give credit to the original mod authors. This is unfortunately the very thing that some of us mod authors have been concerned about. ๐ฉ I'll have to dig into it further from desktop and file a report to Bethesda
Actually the number of people who left has been grossly underestimated, but the point here is that what's being called "bundles" here is actually a full blown merge of several mods. Not a list, and not a Nexus style "collection".
narc. /jesting
anyway, if you're going to do a thing, do it a) considerately, b) cooperatively, and c) well.
If they had permission and properly credited the OMA I would of course leave them be. I want console players to have access to as many mods as they can that 1. are good quality, safe to use and 2. are properly credited/permissioned. I go out of my way to make sure that when I create mods I can give console players the best experience possible. But if we as a community don't respect the work of mod authors those authors become less interested in creating content for us all to enjoy. It takes little out of our day to say thanks for spending time and energy learning to/creating mods and sharing them. It takes little to ask permission to port the work and to credit the person who made it. It takes little to appreciate the work of authors but that appreciation goes a long way for the authors themselves. As an author when I hear how my work made someone happy it makes me happy and motivated to do more.
Agreed.
I'm having issues once again uploading Fallout 4 mods over 30 MB. Also advanced BNetLogging appears to be working, whereas it did not before. Unsure what changed. Running through Steam FO4 CK. I've tried it with and without Description Text and multiple times hitting Retry. Primary errors read as follows:
[08/02/2022 - 09:18:19AM] BDK Request: bnet::Ugc::UploadContentByChunks [Error: BNET_WINHTTP_CONNECTION_ERROR] [Message: ] [Info: Request failure to api.bethesda.net]
[08/02/2022 - 09:28:38AM] BDK Request: <null> [Error: BNET_USL_PARAMETER_INVALID_OR_MISSING] [Message: Missing Mandatory Parameters] [Info: ]
(Since this is a public chat room, I've left out the numbers at the end. I do not know if they are identifying my location.)
It's only these two - Mod-detail #: 4280790, 4280565
All other mods in the series allowed me to update. Two had BA2 files but were under 30 MB. (I do not know if this is the magic number or if it's related.)
For those using Start Me Up REDUX, please wait until the issue is resolved, and I'm able to get everything fixed. The mod pages should be showing as updated in the Xbox Mods Menu, but it is not. Wait until I've updated all version numbers across all 5 mod pages before attempting to update. Current version remains compatible with UFO4P 2.1.3 until all those version numbers change to 6.0.1. (Only the patches/addon say so atm.)
I plan on letting everyone know on my Twitter account, and I made a post about it on the Fallout 4 Xbox Reddit. I'll update that, the Xbox documentation, my Discord, and Twitter when all is good. Thanks.
For players, here's the Xbox documentation: https://oddlittleturtle.com/start-me-up-redux
Hi everyone!I mod for ps4.I have been looking for a condition that can check either whether an item has been tempered or not,or a condition that can check at what tempering status an item currently is(Superior,Epic etc)Im trying to create a perk entry point that can add buff or debuff depending of the tempered quality of an item.I tried using the condition getitemhealthpercentage but that seems to be broken.Any help will be appreciated(or ideas to do this!)
Oh this is for Skyrim
There isn't one, as the condition function you mention is broken and the papyrus equivalent is primarily out of reach due to needing a custom script. You could try looking through the list of default scripts (https://ck.uesp.net/wiki/Default_Scripts_List) but afaik it probably doesn't contain a vanilla script that would do what you're looking for.
In a perfect world Bethesda would have someone go through and fix the condition functions that are broken/buggy, but it seems that'll never happen. 
That wouldve been great yes.Guess Im gonna have to look for some extremely convoluted mess of things to create this then
What is it you're trying to create, anyways?
I just want to make created weapons/armor by player to be better than just looting it from enemies.I know tempering increases items further but its not as essential.Most players just ignore the smithing skill cause you can just fi d whatever from corpses or chest.I tried to create some sort of weapon repair/break system but I hit a wall with this also.My last resort was this debuff when using weapons untempered,while once you temper the item it be stronger,weight less,have a bomus to power attack stamina and a bonus to enchatment created on legendary quality items.Or,at least that was the concept
I mean, if that's the goal all you really need to do is make a set of crafting recipes where the stats of the item is higher etc and as long as nobody adds those items to loot tables they'd only be obtainable by crafting.
sadly I think thats the way to go.Though Im gonna have to make a new recipe for each unenchanted vanilla weapon along with its tempered recipe
Well, if you're dead-set on doing things that way, I guess so.
lol I didnt want to but since none of the conditions worked,this is the loong way around
Is there by any chance a condition that checks if a weapon currently have a poison added?
Hmmm, not sure; that's not something I've had a reason to test before. You may have to just try different condition functions relating to spells/effects and see if one can detect it.
hmm,I might have a couple of ideas.Thanks a lot for the replies!
Do I need the Gamebryo engine installed to look at .nif files?
And if so where can I get it
thank you so much ๐
Not in a position where I can link, but if you get your nifskope from github, I think JonWD7 is the one who last supported it, though I don't know if anyone is now.
Hello. I am on Windows 11 and the Creation Kit for Anniversary Edition flickers wildly in the world render until I load up an environment. Also having it flicker after I export face mesh data, or once I attempt to load for either Xbox or PC. Is there something I need to try to address this?
Please see if this is of any help: https://beth.games/3Q45hUZ
Where can I ask for help about fallout 3 modding?
Well It's about an ENB issue so idk if it's on topic there.
Hello Falco I tried which ones made sense to attempt with the Creation Kit for the NVIDIA Graphics Card options. Specifically:
- Reinstalled the Graphics Drivers to 516.59
- NVIDIA Control Panel for the Power Management Mode, Vertical Sync, Threaded Optimization, and Triple Buffering options.
- The game-related settings I tried to apply to the preference window as seen below.
Is there anything else to try before submitting a DxDiag file?
Well, I get some sort of greyscreen(sometimes can be different) when I turn off Antialiasing and AF. That's what I have to do normally so I don't get the weird water issue, I'm kinda stuck at choosing with what issue to play tbh.
But hey I actually figured out a way by now and I removed water refractions.
Thing is that I didn't had this issue before.
Like uhh, 3 weeks ago.
And I even made a clean re install of the game.
But I shouldn't be surprised tbh, modding Bethesda Games is like gambling and hope you don't run into any issues.
I guess so, I factory reset my pc.
Seems hhard to find some documentation on how to make a new mod from scratch. Should i just try to rerverse engineer an existing one?
It depends on what you're trying to make.
If you're talking about the creationkit there is an online school that teaches you almost everything.
Well in abstract terms, i want to create a mod which is able to communicate messages based on event triggers to external applications. forr example discord or an api endpoint
Ah i see crreation kit with alot of graphics, my mod wouldn't need this. (at most a circle to indicate the status of the message bus)
i suppose il have a look at what i can do with creation kit
but wait, i think an important question, are FO-76 mods built with the same blocks in the same way like FO-4. In short, can i use the F4 creation kit?
o fyi, i want to make f76 mod
as a reminder - Fallout 76 does not support the use of any mods, add-ons, or other third-party programs. Please be aware that the use of such applications may result in Fallout 76 not functioning properly.
Thanks ๐
So F76 mods as far as bethesda is considered, free reign, do whateverr you want with the mods your adding to the game... its on your own responsibility and beth doesn't take any liability for possible damages etc ?
Is that going to change in the future?
The only information we have at this time, is what I posted. It is also on our site at https://beth.games/3d0RrEg
Right... i guess il wait a couple months then before checking that url again. So it seems , atm,, that there will never be any native support for mods
One more question and il be out of your hair
Is it against any TOS or EULA modify the game? ๐ค
You can find the TOS at https://beth.games/2HumrJk , EULA for 76 at https://beth.games/3vOtKWj and the Code of Conduct at https://beth.games/3zEP7ud
Bah that's why i cam here to ask tbh. Im only 2 sentences into the TOS and and doubts and uncertainties arise because i am not skilled at interpreting these things.
Any use, reproduction, modification, or distribution of Services, including, but not limited to, Games, Content, Software, or any other intellectual property not expressly authorized by these Terms of Service or by an authorized representative of ZeniMax in writing is strictly prohibited.
If I read that the angel on my left shoulder is saying its simply not allowed, on my right shoulder the devil is shouting that I am "stupid" because I obviously do not have the skills to read and interpret it because it seems highly unlikely that something like nexus mods can exist if mods are not allowed ๐
Probably best to say it's a grey area. Especially since it's likely you'd be risking a ban or something.
Which leads me back to stating what we have on the site, in plain english "Fallout 76 does not support the use of any mods, add-ons, or other third-party programs. Please be aware that the use of such applications may result in Fallout 76 not functioning properly.'
Right, well that makes my thoughts dwell to how WoW provided a way to create mods without actually making parts public that can be used to gain unfair advantagese
Sure one could argue that any extra data field is an advantage lol
Most of the kinds of mods you'll find on things like WoW and ESO are UI mods or QOL scripts. Not things that change gameplay.
Aye, that is exactly the type of mod i want to make
I could bring up the fact that there have been plenty of mods that WoW has effectively banned. However, at this point, the discussion seems to be leaning towards suggestion to support mods.
noot the GTA5 moneybags dropping kind of mods
I've also heard from a few people who have said that 76 simply won't even load certain things at all. So you may simply end up wasting the effort.
Wdym?
You could spend the time making something only for the game to just never load it.
An internal discuussion at bethesda then?
Nope, I am not saying there is a discussion. internally However, you are at the point of suggesting that "Fallout 76 does not support the use of any mods, add-ons, or other third-party programs" should be changed.
I meant as discussion, as one that is happening in this channel. I do apologize for any confusion over that
Ah i was merely giving an example of how it coould be supported by bethesda
But frankly, after the account linkking issuues i exxperienced im not so confident that this is something bethesda wouuld want to invest in
If you are wanting to see something added into the game, something that a mod would normally take care of, we have a discord channel for suggestions at #76-suggestions
No disrespect, but I get this kind of "keep it all in-house.... maintain control ovver every aspect of F76 to have all the power" vibe lol.
My first "Huuuuh ๐ฆ " was at why cant i host my own private server somewhere
Im just curious if this is something beth wants to investigate if it the ROI would be positive for something like the WoW Addons. or anything. I dont wanna bother creating a framework such as wow addons without source code access or with the possibility of a trial breathing down my neck for reverse engineering the game to integrrate the framework only to be screwed the first patch ๐ dno if that make sense lol
i think you can rent a private server they call it fallout world im not sure what it does
I know, but i dislike it, because one is stuck with - and fully dependent on Bethesda for hosting.... I prefer a containerized application that can be deployed on any machine that supports virtualization. I really dont understand why they keep it in house instead of a distributed application so we can choose ourselves on what machine and where we host thhe server ๐คทโโ๏ธ
it probley makes them money renting and they want all there players in one place
Yeah but then the fact that 1 player with Premium needs to be online at all time, to keep the server online, that gives me a dubious feeling
Perhaps they use the device from the Premium player to host the server
it could be p2p
This is all speculation and assumptions btw, im nnot accuusing anyyone of anyything
accussing? lots of companys use p2p
They would barely use 1 dollar per month per server for to relay the clients lol
If its p2p, one only needs to tell the clients the ip adress of the others. Really 12dollar would be a ripoff if its just p2p
Would be nice to see some more clarity and openness on these subjects to remove doubt and reason for distrust ๐ Atilla out
this isnt as easy as you think
What makes you say that?
76 is entirely player to server the reason one person can host a game for thwir friends is because they are renting out part of their server more or less
You are correct, and i am not against that fact, however, i am convinced that a 15euro/month default for 8 players is way over priced. A signaling server, which has 3 functions connect, disconnect and message, serves only as a relay between the clients and is completely seperate from the actual server where the data is stored which is the host computer. Further more, it would require every player to be a Fallout 1st member if they wish to be able to play on the "server" independently. Meaning that everyone is renting their own "server" just to gain access to the signalling server and in turn depending on who log's in first, their computer resources. So a server for 8 players it could cost 120euro only for an api which costs only a fraction of that amount.....Fyi after a client has "connected", other clients are notified of the ip address of that client and from that point onwards communication is done client to clients where 1 of these clients is the central point of truth until it logs off and another client is designated as the new "lead" client.
fallout 1st is cheap for renting server space
you do realize eso plus is 20 bucks more a year right?
all servers run on 76 run on bethesdas aws
76 has to handle the world state and dynamically placed things for everyone have you ever seen how large. a bethesda game save can get?
skyrim saves can get in excess of GIGABYTES without save bloat played long enough
now multiply that by 8 thats alot of data to read and write getting data back and forth
Hello, can anyone help me with a problem I am having with the Creation Kit please?
Data storage is cheap, and the data only needs to go to aws once from the lead client. Sending data to aws is practically free, sending from is more expensive but that shouldnt happen x8 since after login clients are connected p2p
was that intended for me?
Negative.
Very well
What issue are you experiencing?
I received this message when opening CK, which I downloaded from Steam
You havent told the message yet ๐
I was reached out to and Wookie's issue is resolved now.
Creation Kit doesn't work with the Microsoft Store version of Fallout 4?
From where did you download the ck?
Does Bethesda now fall under Microsoft's game content usage rules?
https://www.xbox.com/en-us/developers/rules
what is in those rules that you want
Well my general understanding is that it allows for content to be ported between games for personal use/modding which previously BGS had a hard no against
you can already port between games for personal use,modding you would need permission if you want to release it but you can make it for yourself
but that doesn't really answer if bethesda now falls under the guidelines from this page or not?
Because if they do then this page is permission to port content between BGS games under the conditions listed on that page
microsoft has no rules on this themselves
they leave it to individual companies under them
Steam, I think that's the only place you can.
Anyone tried this? https://bethesda.net/en/mods/skyrim/mod-detail/4284272
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Well, if it helps, there's a comment from Cartogriffi in September of 2021 and the acquisition of Bethesda by Microsoft was prior to that in March of 2021, so presumably that would indicate the same restrictions from before the acquisition are still in place: #fallout-4-mods message
if skyrim isnt the best game ever with mods then idk
Would make world space generation much faster in some cases.
would that work if they change to a system of 3d terrain?
Heightmaps can absolutely work with 3D landmesh.
i meant more as a person who isnt quite sure how it works how do you make a heightmap where a world isnt strisghtnup and down but can have overhangs
They did it with separate kit pieces, like walls and rocks are.
anyone here a god with the vortex mod manger mind Helping me alittle with some advice
Go ahead and describe what you meed
thanks mate
so the situation is i want to download one of those collection iv heard so much about but it gonna add 400 mods to my mod folder that gonna screw up the 60 or so mods i actually like and use. is there a way to separate them so the collection mods go somewhere else
also if i ever uninstall the collection it gonna take some of the mods from my list since there also apart of the collection list
So any ideas?
doesn't vortex have profiles? create a new profile for the collection. I'd be cautious though and do a lot of homework on the collection because too many are put together by people who don't know what they're doing. make sure you do your own conflict resolution, clean the mods in xEdit etc.
yeah looked into profiles but not gonna be the fix im looking for since it just save a list of what mods are active and what aren't doesn't segregate the mod folder sadly. at the moment all the mods i use are disabled and half are uninstalled with profiles i would have to do my usual mod process install them one by one playing for an hour as i go to make sure there no crashing and quit install another and back for another hour of play. then make a profile with those mods linked to it be easier to try and make a a separate mod folder
Look into waabajack modlists @rain compass
Please explain further
They are self installing lists that patch your game etc so that it runs flawlessly with the installed mods.
Wabbajack is a Free and Open-Source automated Modlist Installer.
@rain compass
Use mod organizer 2 for proper profiles
Wabbajack lists will have the same issues as collections, do your homework and check out the conflicts and such yourself to make sure it's put together properly by someone who knows what they're doing
They do not have the same issues as collections. They are patched to resolve conflicts and are an exact copy of a working list that is heavily curated.
Vortex lists are just a bunch of mods that are downloaded and installed
It still depends on the knowledge of who put it together, that's just fact
And it's pretty easy to see that wabbajack lists are generally superior, and you can check their discord for information. No list from vortex is likely to work as well as any list on wabbajack.
Wabbajack is far more capable
And uses mo2 instead of vortex
There's no rules on who can create either mod list, no test of knowledge, anyone can put together anything for both types of lists. You're welcome to argue that one is superior, but either can be done by anyone so ultimately they still boil down to the knowledge of the creator matters for their quality. That's a basic fact that can't be argued around or changed and there's no point in trying.
Should point out that I've tried both, and vortex lists are very amature comparably
To become an official list on wabbajack it is tested for months by experienced authors
Vortex lists are not
Nothing says you have to be official and I've seen comments from their official authors that terrify an actual author regarding their level of knowledge. So we're still back to my point standing
There are rules on wabbajack lists actually. You are incorrect. There are no rules on vortex lists though.
I really don't care about your opinion, I was suggesting an alternative that gives better results to an entirely different person. You are arguing to try to come across as more informed. You aren't, and I don't care.
I've been using these lists for like two years.
But feel free to continue fanboying. There's obviously no logic or statement of fact to change your mind so I choose not to bother trying, enjoy gaming with somebody else's decisions for you, good or bad. ๐ 
K
There is also the ability to easily contact the author/community centered around a list using discord @rain compass
They typically work through bugs and regularly update their lists.
You are also able to download multiple lists with wabbajack because it copies the files it needs for the list from your skyrim folder.
It is also capable of downloading files from sites other than nexus
You will also never have to do any patching/run any patchers as it is already done when you download the list.
The mods are also already in the correct order
Features exclusive to wabbajack, which was my point from the beginning.
And yes the lists are curated and only a certain level of quality list is allowed to be listed on their ui, and only after some time is it considered official.
I could throw a list up on the vortex site and you wouldn't know of it's quality until you tried it.
And I was in the beta for the vortex modlist function from the beginning, and am a veteran wabbajack user.
And wabbajack can install things such as an enb automatically*
As it is an exact copy of the folder structure and files of yhe list author
well while it doesn't fix my underline issue il give it a check iv heard of wabbajack but never visit the site myself cheers everyone
man why does this got to be such a pain i just want to check out Immersive & Adult collection without it adding 400 mods to the same place iv got my current mods seriously if it just stuck the mods somewhere else or gave me an option to make folders to categorize them i wouldn't be having such a problem
Wabbajack would copy your base game and install its own mods to a separate folder, leaving your game and mods seperate
and there are sections in each lists discord of people explaining how to integrate custom mods into the lists
Usually titled "list modifications"
Otherwise, you should know, you cannot install an entire list onto a previous list of 60 mods. There would be a lot of issues. The game probably wouldn't even launch.
There are lists on wabbajack that likely already include most of what you want, some lists are over 2000 mods
And essentially all of them are well over 400 mods
hmm something to think about
And so are Wabbajack lists. Neither of these solutions are magic bullets. Both of them require whoever is "curating" the mod list to know what they're doing and to produce functional patches when needed.
I literally never said anything about that
I am aware of what is required. There is a difference between them that you are intentionally ignoring because you seem to think you've got a point. Vortex lists are literally just mods from nexus. That's it. Wabbajack lists include patcher output, list specific files, files from other sites, etc.
I've already said all of this, almost like you've intentionally chosen to reply to the one thing you both think you've got held over me. I literally don't care about the fact that a human made the lists in both cases. If you are denying that wabbajack us superior, you are in denial
I mean, I'm all ears if you'd like to point out where I said a list author was not required to have knowledge of how to mod or create list. Apparently I said this and forgot, please link it to me so I can correct my mistake.
I'm not interested in arguing about which variety of user generated mod list you prefer. They're both functionally the same thing. Neither of these is a good fit for most people IMO and never will be. Curated lists are not a good fit for BGS games.
I will address the one claim you're making here about Vortex collections. They are not merely lists of mods like you get from the Steam Workshop for Skyrim LE. They do involve the same level of patching and such, and they can download from more places than just Nexus. They are also tested to the same degree as a Wabbajack list. Which is to say, barely tested at all.
I see that you have very little knowledge on the subject and an obvious bias. You have to manually run patchers for vortex lists, off site requirements must be downloaded manually, and I dont care about your personal bias against modlists, and it is irrelevant.
And I've yet to come across a vortex list that was as passable as anything on wabbajack. Not to mention anywhere near as complex. I'm guessing your stake is in vortex lists for some reason. Doesn't make you right.
Surprising, most mod authors dislike nexus now.
And if there is something that I happen to be incorrect about, my point is still valid. Lists on wabbajack are better and more well maintained, and wabbajack is more capable.
Quick review of your profile. First sentence gives away your bias. Hilarious.
I have more knowledge than you seem to realize. Enough to know that you appear to be making things up and are intent on using vague references to profiles as some sort of veiled insult. My profile on Discord doesn't even say anything so I'm not sure what relevance it has. I have no stake in Vortex at all, don't use it, but I have plenty of contacts in the community who do use it and I've seen firsthand that it's literally the same system cloaked in a different UI that Wabbajack uses. BOTH of them require manual intervention at some point in the process. Nothing can just happen out of the blue.
Profile on nexus?
I literally click start and the wabbajack list installs entirely automatically. You are incorrect.
I don't see how that's relevant either. I certainly don't see how you'd conclude from that that I have some inherent bias toward Vortex.
Bias against modlists. Or did you start arguing against me just because I clearly am in favor
And no, I am not incorrect. Clicking the install button is literally only one step in the process for either of these things. There are other steps on every single list I've ever seen for either management system that needs to be done once those things are installed.
Perhaps customizing a few mods in mo2. Other than that, no
In any case, I replied to an incorrect statement on your part about the nature of both systems. But it appears your own bias won't let you accept this and you'd prefer to argue based on that. I don't have time for that. So you do you, and enjoy the rest of your day.
Totally will. Thanks for the chat. In any case I'm interested to see if the vortex manager is capable of what you say. I was under the impression from personal experience that it was not. Could have changed. Could be misremembering. That being said there's not a single list on there I've ever been interested in.
vortex isnt one click if you dont have premium
hey all, i was opening the creation kit after a fresh install... and i got 471 errors and i'm not sure what to do before i continue. any and all help is more than appreciated
it's saying a lot of stuff will be removed
is there anything i have to fix or edit?
BGS?
oh ok
i'm not the sharpest knife in said drawer, aight? lol
hehehehe
crap it won't delete
@inner timberso i loaded a vault cell and got even more errors. 495 but in the tutorial i'm watching, he didn't get any
how do i do that?
i don't know if it's the way i read that but i didn't really understand what you meant
I am once again having issues uploading mods to the Bethesda website. Mod is over 30 MB.
Mod detail # 4280790
BNET Log
[08/14/2022 - 03:50:39PM] BNet log opened (PC-64)
[08/14/2022 - 03:50:39PM] BSPlatform: BSBNetAccountManager::Logout() called
[08/14/2022 - 04:08:24PM] BDK Request: bnet::Ugc::UploadContentByChunks [Error: BNET_WINHTTP_CONNECTION_ERROR] [Message: ] [Info: Request failure to api.bethesda.net] (1.3.0.2273008911.-1.-1.8.28.14.1660511002738)
[08/14/2022 - 04:16:58PM] BDK Request: bnet::Ugc::UploadContentByChunks [Error: BNET_WINHTTP_CONNECTION_ERROR] [Message: ] [Info: Request failure to api.bethesda.net] (1.3.0.2273008911.-1.-1.8.28.19.1660511518226)
I have a feeling it will do the same thing for the other version. It's given the error for every upload.
Mod detail # 4280565
Xbox players, please wait until versions on all 5 Bethesda mod pages say version 6.1.1 or wait until your next playthrough to update SMUR/SMURFDI. When I'm able to update again, I will tweet about it. You can find my Twitter account on my Discord profile and on the Xbox documentation. I've got a note on the documentation about updating. Thank you.
Update: both main mods have failed to update even though they're dated today. https://bethesda.net/en/mods/fallout4/mod-detail/4280565 https://bethesda.net/en/mods/fallout4/mod-detail/4280790
BNet Log for 4280565 [08/14/2022 - 09:07:55PM] BNet log opened (PC-64) [08/14/2022 - 09:07:55PM] BSPlatform: BSBNetAccountManager::Logout() called [08/14/2022 - 09:16:10PM] BDK Request: bnet::Ugc::UploadContentByChunks [Error: BNET_WINHTTP_CONNECTION_ERROR] [Message: ] [Info: Request failure to api.bethesda.net] (1.3.0.2273008911.-1.-1.8.28.14.1660529469349) [08/14/2022 - 09:21:24PM] BDK Request: bnet::Ugc::UploadContentByChunks [Error: BNET_WINHTTP_CONNECTION_ERROR] [Message: ] [Info: Request failure to api.bethesda.net] (1.3.0.2273008911.-1.-1.8.28.19.1660529781898)
can any1 help me with this lol, i dont really get it
To add to this, if it has Oldrim meshes, they would need to be converted as well. I have had the best luck for that with nif optimizer, however I imagine there are others that can do it as well. I have not had any issues with textures so far, but I have been led to understand that some of those couple be problematic as well. I believe nif optimizer has a texture option also. If it's plugin only, without other assets, forget all of this.
150 mods and 2gb of space just ain't cutting it for xbox players
Please only tag the moderators for discord emergencies.
I pinged for the sake of bringing attention to an issue with Fallout 4
at least on xbox
The moderators here are unable to help with that. If you'd like to send feedback on the mod space limit, you can do so here: https://help.bethesda.net/#en/home/product/373/skyrimcat/287/feedbackcategory/1051
I'm pretty sure it's been mentioned several times that such a thing would require a platform update from Microsoft and not just a patch from BGS. Which would mean you'd lose anything you'd already downloaded because of how the file systems work for that.
I think many of us would be willing to redownload everything if it meant we could have more freedom to mod like PC players
Just saying a 2 week heads up to make sure we have time to write our load orders down and we should survive
Iโve talked to the mod community manager and that isnโt the case. It had nothing to do with Microsoft. Itโs just that in order for them to increase the size of the mod limit, theyโd break everyones save files. They donโt want to do that.
Oh word? That's quite a bummer, either way.
Still waiting for my Morrowind rerelease on console, now with all content and space for mods. Spose that's even more of a dead horse than Skyrim rereleased at this point...
man new california looks good
but oh my god i am hating it so far
let me play as who i want, why are you punishing me for picking the quote wrong unquote special stats
its also unoptimized as hell
It IS however fun to play as the science nerd and the Enclave both. I even did the super mutant ending, not that it was very long. The thing I hated most about New California is the forced marches across the full length of the map more than once. Longest game walks ever.
for Xbox the modding capacity should be higher than Skyrim or fallout
for starfield
it could be very high to like between 20-30 gbs but im not sure as the constraints for that
10gbs is great too
It really does need to be significantly higher this time around. Mods will most assuredly be larger in size, there is a very large area to mod in, etc
how do i install the creation kit on steam when i try to install it the launch window pops up for a split second, goes away and nothing happens
Dude I am pretty sure if there was a vote the majority of xbox players would vote in favor of mod limit and memory increases
Losing your playthroughs ain't that big a deal if it means you can make more comprehensive ones with more and higher quality mods
https://www.nexusmods.com/newvegas/images/128174
Released a new promo post for my FNV quest mod, showing off a level I made - multiple other screenshots attached in the comment section
You know how every town has a town mom? Well, in Abby's case, that's more literal than anywhere else. She was the first to settle down permanently, back when she opened the pub. The others followed her example over the years, the Desert Rangers included, butย she's the first Westsider - probably since the war, really.
Itโs not about Xbox. Itโd be PlayStation as well. We also have to keep in mind that other players who donโt use mods will have their saves broken. All saves no matter what will literally be broken.
If we signed a petition then maybe
what of thenpeople who dont mod
Weโd love to increase mod space on Xbox. For technical reasons, we cannot.
This is revisited periodically, internally and with Xbox staff. So far, an acceptable option has not been found, but we continue to investigate.
Just post your request and if it can be done and someone is interested maybe you'll get lucky
what if you made a second section for mods in the reserve similar to the way cc is uploaded (cc and mods use the reserve)
man either i'm just visually dyslexic or some of these tutorials are above my pay grade
As far as I'm aware a different location is not an option.
I can't overstate how much time and effort, by very talented people, have gone into investigating this. We would love to expand mod space, and I hope we're able to crack this nut eventually.
it wouldnt be a different location as such it would still be in the reserve but if beth uploaded a cc empty file then let people in the mod store direct the mod to either the storage we have now or the new storage,or even give us an option in the store to uninstall skyrim and download a new version with a larger reserve that way peoples games saves will be ok unless they download the new version but it would be there choice
As I stated, a new storage location for saving files is not an option.
it would be where cc is located and that seems to be where mods are (they both get removed when the reserve is deleted),what about the new version of skyrim with a larger mod storage would beth do that
CC content is slotted as DLC, and updated with the game itself. As far as I am aware, the mod host is independent from the main game space in order to allow content creators to update files contained within it independently. Completely different hosts and processes.
I've expressed this suggestion in the past, and I'm here to tell you that FO4 and skyrim mod capability was an intro to a larger project.
I play FO4 as much as anyone interested in this topic, but I'll tell you it can't be done.
FO4 is a dormant game where MS is concerned (I absolutely don't speak for Bethesda and their capabilities here). But they, and Bethesda are businesses, they're looking towards the future. Mod support started with the generation of FO4 and skyrim, but it probably (hopefully) won't end there being how popular it is.
Carto and the other moderators and community managers have expressed player interest all they can. It's time to let it rest.
it cant hurt to ask and give them ideas to try,what was the larger project
A lot of OG bethent users feel as if it was testing the waters for a larger scale mod support... akin to PC
beth.net already has pc mod support
I mean allowing a console user to have a larger reserve for mods... maybe even a cloud space with unlimited storage.
Also seeing how modded games reacted to the xbox's and PS' technically limited processing power compared to the potentially unlimited power of an upgradable PC
Mods can be extremely unstable and break a lot of things besides a game given the capability
consoles are similar to pc upgrades,there is a big difference between a xbox one and a series x,mods can be unstable but the worst that can happen is you delete them and start again
Right. I'd be absolutely gracious if I woke up tomorrow with every save broken and 5-10 GB mod space.
But that space comes out of your consoles reserve. And that means less room for you to buy and install other games.
This topic has been brought up since skyrim got 5GB. Ideas are great, but they only contribute to the future.. which is how businesses operate
if it is money that is the problem they could sell the upgrade alot of people would pay
Also, depending on the console, not really. XBONE is still used by a lot of players because they don't have the money or parents to pay the $600+ for it. XBX is only as powerful as the console generation and can't be upgraded. Still limited by its base tech.
I'm sure. But they're bound to the parent company and what they want
xbx is last gen the upgrades were series s and series x
why wouldnt ms want more mod support for there own francise
Doesn't matter... the player base matters. More people are stuck on XBONE than SS and SX.
And mods don't make money
Dude it really doesn't matter.
The community manager gave the answer they could. I'm just trying to provide historical data and backstory to the topic.
It is what it is.
they dont make money but the money would be the upgrade also alot of last gen consoles could get the upgrade when i was playing on last gen i could of used a upgrade
But could your console? You really don't understand computers do you?
i know abit
Nope not going to touch it... carto, all you bud
mod release high poly vanilla clothes https://bethesda.net/en/mods/skyrim/mod-detail/4286479
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
there is so many reasons why a cloud based solution cant work
What do you mean?
im terrified to know how the system would handle an unstable network when the game itself isnt cloud based and suddenly looses access to the files of the mods
im meaning actively cloud based not download mod to system like bethnet already does
What game might you be referring to?
skyrim
the idea a while above me of fixing the modding issue by making the mods all on a cloud
for xbox
So this is not an inquiry for assistance?
no
Gotcha. As you were. Apologies.
sorry im bad at phrasing sometimes
i deal with any modding questions i have by hitting the game til it works
I still stand by increasing the cap and mem cap size.
It can be done, it just requires them to bite the bullet and just do it.
Arguing against it is sorta dumb, Bethesda has long wait times between titles and not everyone wants the mmorpg versions of their games.
It's better to give the players the increase to keep them playing Bethesda games instead of forcing them to scratch that itch with another IP.
Don't be like destiny and lose to Outriders.
K
There's clearly much more to it than just simply editing a number and having more space.
It's asinine to suggest that they'd choose not to increase it if it were something with an easy solution. You also reach for some super irrelevant comparisons there.
You're dealing with what's more or less comparable to a drive partition. That's never something you can mess with at the application level. That requires OS level adjustments, which is why I've referred to it as a platform update in the past.
it is more or less editing a number,the problem is all the data will be lost beth doesnt want to get players who wouldnt know about the update contacting them saying they broke there game the problem is finding a solution that protects players who dont know what the update will do and giving modders more space
It's already been repeatedly explained that it's not that simple. What more do you want?
Let's keep it civil
I dunno fresh content or the ability to mod my fo4 game like I mod my skyrim game?
Like I will be happy with either new CC content or more mods
But MA is right let's keep it civil
Moderator, not Mod Author.
i think it is initals for your username
Oh. Right. ๐
You are good I am just at work and gotta keep the posting short and quick
Fair enough
Tbh I am just tired of having to start my game over everytime a mod I've been waiting for comes out.
More space would not affect this problem at all
True but I wouldn't have to delete my existing weapon mods to make room.
When new mods come out I have to go through my loadorder and find mods I can either swap out or delete to make room for them.
Atm I am out of mod space, and all of my mods are essential to my playstyle so if I want a new mod I would have to bite the bullet and delete something to make room.
Has anyone gotten the warning: โBSString::Set(): Could not allocate full amount of memory asked for with aiMaxLenโ?
Iโve reinstalled Fallout 4, Creation Club items, and the Creation Kit and have a totally clean install. Itโs producing that warning and then only partially packing the archive.
And then it is failing to upload a test page.
try your ini and look for bAllowMultipleMasterLoads=1 also have a look at your scripts folders and check are the scripts unpacked
Thank you, Alaann, but I do not believe that is the issue. The mod I'm attempting to upload requires all DLC and the CK will not even load without that initialization setting. Here's my Custom: [General] bAllowMultipleEditors=1 bAllowMultipleMasterLoads=1 bEditorHotLoading=1 bBdkDetailedLocalLogging=1 iEnableLogging=1 [Archive] SResourceArchiveList2=Fallout4 - Materials.ba2, Fallout4 - Animations.ba2, Fallout4 - Misc.ba2, Fallout4 - Shaders.ba2, Fallout4 - Startup.ba2, Fallout4 - Nvflex.ba2, Unofficial Fallout 4 Patch - Main.ba2, [Papyrus] sScriptSourceFolder = ".\Data\Scripts\Source\User" sAdditionalImports = "$(Source);.\Data\Scripts\Source\CreationClub;.\Data\Scripts\Source\DLC06;.\Data\Scripts\Source\DLC05;.\Data\Scripts\Source\DLC04;.\Data\Scripts\Source\DLC03;.\Data\Scripts\Source\DLC02;.\Data\Scripts\Source\DLC01;.\Data\Scripts\Source\Base" [Bethesda.net] uiDefaultNumSearchResults=800
have a look in the data folder is there a file called scripts.rar
They're unpacked, Alaan. I wouldn't be able to mod without them. ๐
Irritatingly, they unpacked to the incorrect folders and I had to move them to the correct ones.
The DLC folders are archived within their own folders.
i know that error code can be from the file being in rar instead of bsa and also unpacked
Fallout 4 does not use BSA.
But thank you for the information. That is very helpful.
The archive compression rate used by the mod is LZMA2:24 and is not a .RAR.
i think the rar file is a steam bug i think the problem is with the scripts folders
im not too sure about the differences between skyrim and f4 ive only done textures and patch and some animation on f4 but the error code could be the same in both kits
Our "scripts" zip is called Base.Zip. Then each of the DLC have their own name spaces. I'm looking at the compression rates on them but they are not packaged at rar.
i think zip might be what you use to open the rar
I'm going to take a look at the page file and see if I can bump it up. Windows might have reset it.
I use 7Zip.
The CK uses it's own thing to unpack. But it will not unpack the DLC unless they are listed in the initialization file.
Unsure about Skyrim. I haven't had to reinstall that in several years.
in your source folder are your psc loose
Yup. The mod is an overhaul of the main quest and there are 13 base scripts edited.
try it without those scripts and if they edited the original replace with the original
you might be over the ck character limit for the script editor
It isn't a compile error though. But it does make me wonder if I need the CK to separate the "-voices.BA2" and the "-main.BA2". Thank you, alaann.
i need some help, i uninstalled fallout new california but the game still thinks i have it and wont let me start a new game without it
Please do not spam. This channel is for Modding related discussion.
You may wish to ask the MA or join their discord. Here is instructions for MO2 users. https://forums.nexusmods.com/index.php?/topic/522767-fallout-new-vegas-project-brazil/page-1261#entry113112743
Page 1261 of 1264 - - Fallout New Vegas - Project Brazil - posted in File topics: In response to post #112922988. #112931068 is also a reply to the same post.
Spoiler
bori8585 wrote: So, how exactly do you find everyone in the Vault? Football boy wouldnt go with me because I was never given a quest to talk to him about his leg, which I ha...
Cast iron pot helm?
it's the helmet used by the character Cadwell in Elder Scrolls Online.
Hey, can someone please for the love of god port the Skyrim warhammer 40k space marine armor to the Xbox?
I'm using Combined Arms in Fallout 4 and the suppressors arent properly suppressing. Like you put lightweight suppressor on a gun and it sounds the exact same for heavy suppressor. I'm not seeing fixes for this
I hear there are thousands of mods you can download on Xbox x ? This true ?
For Skyrim AE
I count 21,125 Xbox mods on Beth.net.
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
hey quick question what tool would be the best to revert something a mod changes. im trying to change angi back to a nord since the bosmer armor mod i download changes her to a wood elf
and something user friendly would be nice as the only experience i have is making some custom gear in morrowind so im not that familiar with changing things
Personally I think the Creation Kit is a lot more user friendly to learn when completely new to modding because the user interface gives you context that's not as obvious when using xEdit. However once you are familiar with both it's often faster to change something simple using xEdit. So I recommend the Creation Kit for you and this task
ok does that come with the game or do i need to find it like back with morrowind
I'm fairly sure it's on Steam as a separate app
ok well il check in on it cause morrowind kit was god awful
I haven't downloaded the Skyrim CK in a number of years
The kit gets better with each game
yeah i would believe that it was just the interface that made the old one so bad also trying to place stuff in the world map was bad trying to rotate and place something on the ground was hair pulling bad
Oh that hasn't changed too much. There are some additional key controls. I recommend checking the keyboard shortcuts list on the CK wiki
You can disable view on some object types as well if you don't need them and need to work in the world space. But for a race change you shouldn't need to do world space work
well i fixed the problem like half an hour ago with xedit so i dont need to use the creation kit but im curios now so i might check it out i really like the interface it was easy enough to find something and when i loaded the the mod it only showed the file the mod add none of the skyrim esm add some drop down menu and it would be amazing
I'm so thankful to be a F4 modder and have layers in the world space to use. Makes life infinitely easier
F4?
ok thanks for the help see ya
Hey question for a mod or whoever about modding
modderator?
Yup
Hello there. What is your question?
Would it be possible/allowed to port files from new vegas to arma 3 for modding?
I will get back to you on this
Champion, if it helps not for profit in any way
Bethesda/Zenimax does not grant permission to use assets from their games for modding other titles.
easy thanks
You're welcome!
Hey guys, quick question. Does oblivion have an ingame mod menu?
Like Skyrim?
On cloud gaming spacificaly
Oblivion doesn't have an in-game mod menu.
Dang, thank you.
Is there any way to mod the cloud gaming one then for console without an Xbox?
The XBox version of Oblivion does not have mod capability at this time.
Oh I see. Thanks. Had no idea
Quick question, I'm on PC, if I uninstall my game (saving my save data) and re-install it, will my save still be screwed? I have the UFO4P, but I am not sure if it's screwing more of my game or if it's just my game or certain mods pertaining to piper. I dont have any mods that touch character dialogue other than UFO4P which could touch typo's for the subtitles
Is this for modding as in making or using mods? Was wondering
Removal of mods from an active save is not supported and will wreck it. Best not to do that.
Hey guys, Iโm trying to create and port a version of cathedral weathers that uses true storms interior sounds. Everything else is original to cathedral weathers. Iโve figured out how to do all of that with a ton of help from clofas1 but creation kit wonโt let me upload it to Bethesda. If I pack the BSA files and put them in my Xbox 1 folder and then try to upload I get a not responding error and creation kit has to be forced to close through task manager. If I unpack the BSA files and try to upload it asks me to pack the files and when I click pack it starts converting the files. It takes forever and when it gets about half way done it crashes the whole computer. Anyone able to help me with this?
Removing the unofficial patch from a save game will utterly destroy it. Epically. The odds of the unofficial patch being a problem are slim. If your intention is to clean out your Data folder for a clean slate even if you re-installed all the mods you were previously using for that save game you are at risk of having missed re-installing something (such as loose files that never got removed from a previous uninstall). You can simply Steam verify your game files in case that's an issue without re-installing the entire game. If your goal is to get back to a pristine clean Data directory I suggest 1. switching to MO2 for your mod organizer as well and 2 most importantly start a new save game along with your mod re-installs
Apparently I figured out the problem, there are missions I have to complete before I can actually talk to the Diamond Mayor. Though I installed buffout and I was able to produce a crash log, but it crashed when I turned on all the untouched settings when you click Ultra. The weapon debris and stuff like that. I was wondering if I should upload it here or somewhere else to get support?
I currently have the gui mod scanned version of the crash log
How to read the crash logs is here: https://docs.google.com/document/d/17FzeIMJ256xE85XdjoPvv_Zi3C5uHeSTQh6wOZugs4c/edit?pli=1#
BUFFOUT 4 DICTIONARYLIST OF KNOWN CRASH LOG MESSAGES & ERRORSWITH SOLUTIONS & FIXES ( FALLOUT 4 ONLY ) TABLE OF CONTENTS = Currently WIP = AUTHOR NOTES [ CTRL ] + [ F ] is your friend. Use it often, use it plenty and you will know mercy. Switch from Suggesting to Viewing mode in the top right...
If the above doesn't help ping me and I'll send you the link to the discord where the crash log scanner author can help you figure it out better than I can ๐
I found both problems, but the vulkan thing, I'm gonna need to check task manager because I'm running 16gb of DDR4 Viper Steel memory and I dont think the mods I have installed increased the memory to that extreme
I only have a very low amount of mods running, like 10 mods at most and they arent heavy except for maybe the weather mod
At least I dont think they are that heavy
Bethesda Softworks and Bethesda Game Studios are different companies. Fallout: New Vegas is published by Bethesda Softworks. It was developed by Obsidian Entertainment. But this Discord is for Bethesda Game Studios. You may discuss New Vegas mods here, though. You may also discuss New Vegas in our #off-topic, #fallout-general-chat and #fallout-lore channels.
When on bethesda,net/mods..
If I see a mod I'm interested in on the main page, then go to the uploaders page to see if they have any other mods, but there are no mods at all listed..does that mean the mod actually doesn't exist anymore?
can you provide a link
Okay so here's the most recent one I've come across
Bethesda.net/en/mods/fallout4/mod-detail/3985407
But when I click on the creators name, this one happens to be Lille.
Their uploaded mods page is completely empty
On the mods detail page. It even says they have 9 mods uploaded
@mystic olive the link provided isnt to beth (dont use it)
The link seems to fine, and lead to the proper place now.
....yeah, sorry, phone typos
it went somewhere called win free spins for me
Here is another one that says 5 mods but has none
Basically my question is, if I come across a mod on the main page and it's creator doesn't actually have anything like these one, will the mod still work?
I'd test it myself but not near my ps4 currently and was curious if anyone flat out knew and such
Try selecting the Work In Progress filter on the left, see if the mods appear then.
I'll try it, if I come across more I'm interested in. As the stealthpycho person still shows nothing
Ya know, I wonder if that's why some mods I've tried downloading in the past gives a prompt saying it can't download because it doesn't have data for the mod, or something. Which initially figured was a prompt if I was getting a mod add-on and didn't have the base mod it ran from or something.
Thank yous though for the idea to try a for quick responses (:
Oh, and if the Mod Author makes mods for both games, the number of mods created will display that, but selecting the name to view their mods like you have will only show the mods they have made for that game specifically. So its possible some of their mods are Skyrim ones.
Oh, that's very interesting. Good to know!
I'm trying to get back into modding skyrim on the Xbox. Would someone be ever so kind to direct me to a general guide. It would greatly appreciated.
Some punctuation in a username breaks the author display. However, the search will work with a partial name if you delete the punctuation and everything before or after it. For example: https://bethesda.net/en/mods/fallout4?author_username=Lille&number_results=20&order=desc&page=1&product=fallout4
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
That looks like a modded nightingale armor with a silver/jeweled amulet showing.
love the name
Does anyone know who made sofia on xbox? I have something they need to know
The author should be visible on the mod page, either in game or on bethesda.net
I feel cursed because I try to play games like Skyrim and Fallout 4 with mods of my choosing, not just to be immersive but to also continue doing quests because after I finish all the main quests and DLC and Creation Club Quests, I find myself needing more to continue doing.
Feel free to take up the mantle of mod author and try to turn whatever ideas you have for things to create into reality. Copious guides out there for how to do various things on youtube etc, and it's an activity that can pretty much go on forever. 
I would need a good PC to even think about making mods.
Well, not really, no.
And I wouldn't know where to start.
I used to work on mods on an old toshiba laptop with a 2nd generation i3 processor and no GPU. 
As for where to start, you start small and work up. Try to think of some little tweak you want to see that either hasn't been done or hasn't been done to your personal taste and then begin looking into how to go about it.
Each new project you start tends to take your previous experience and build upon it, little by little.
The main catch though if you don't have a PC, aside from having to buy a PC, would be having to buy the PC version of the game to go with it.
I have the PC version of the game.
Ah.
I'm on a pretty beefy PC (i7-6700K, GTX1080, 64GB RAM), but even I struggle in places.
It honestly depends on what you are trying to accomplish
The good news about making quest mods is that a number of the basic ones can be made even by people who don't really have much experience in scripting at all. Functionalities like updating stages on fetching an item, looking for environment clues, summoning a creature with portal FX playing, etc. are easy if you look at some of Bethesda's quest stage fragments. Papyrus syntax really isn't scary once you look at it.
But...I can also understand why someone wouldn't want to make quests and play those normally, as the element of surprise is lost to the creator once they already know the ins and outs of what they made.
Suppose I should've used the reply feature but too late now. 
It's true you don't have interest in playing a quest you wrote, but the process of putting it together: the challenge, the learning, the satisfaction of modding becomes the new "game" you want to play
You do have a point, correct. ๐
64 gigs woah
the rest of ur stuff is very very good but 64 gigs is crazy good
Trust me, there's a reason I need that much ram.
video editing can require alot of ram
alot of tasks can be ram intensive
Designing software, video editing, programming
For what I work on, I've seen my system commit go as high as 129gb.
Elon, is that you? What have I told you about playing Skyrim on your guidance system?
Pffff, if I was Elon, I wouldn't be working retail.
... and Fallout 4 is my game of choice.
I wonder if mod support will be included in all bethesda games in future and if so how much mod space those games will have... ๐ค
Mod support has been officially confirmed for Starfield and TES VI.
Soooo any update on a patch to skyrim being broken
things take time game dev isnt easy be patient
I know it isn't easy I just would like to know a time frame. Like next few days. Or just start a brand new game
No point starting a new game as youre waiting on the core mods to be ready to go. You would just have to reupdate again. Things should be good soon.
They haven't specifically said there'd be a store for mods on future games although there probably will be. They may have just meant they will provide tools and make the games easily moddable.
except when they update their games
:p
i dont know much about programming, but if the game can function with the new features added n downgraded dlls n such, then why tf cant Bethesda do similar?
like, why cant they update without breaking mods
mainly skse
Damn just completed my best load order yet then this update comes outโฆ fml
We don't have an ETA, but we're hard at work on a fix.
Is there any way they will increase the mod space please !!
We'd love to increase mod space, and investigate our options regularly. But due to technical limitations it's not something we do at the moment.
I understand but with the new systems they can handle a bit more space and gb
The "patches breaks mods" meme is extremely overblown. (Granted, today is quite an inopportune day to be making this argument!)
Individual mods generally work perfectly fine after a game patch, and require no updating. You could grab mods that have sat untouched from the launch week of Skyrim SE, and it would be surprising if any didn't work.
SKSE is an exception. Any time the game updates, SKSE requires an update. At minimum, it needs to increment the game version number to ensure its modding the right thing. It's a very complex piece of software, and it's reasonable to make sure it isn't trying to alter the wrong thing.
From my understanding, there are also SKSE-dependent mods which check against the SKSE version. So a game update requires an SKSE update, which can require some SKSE mods update. Not all, but some.
Even with Skyrim AE, which required a substantial update from the SKSE team, very few other mods impacted by the patch. (And the SKSE did a phenomenal job getting SKSE updated, we're very appreciative of that effort.) There was a deafening choir of "Skyrim AE will break mods!" and extremely few mods were impacted at all.
yes
hence why i said:
By the divines, you are Bethesda? I meant no disrespect, sir. Love you all
greatly the appreciate the in depth response
I appreciate you specifying SKSE, but there's enough tumult going on at the moment I don't want this to get conflated. ๐
i gotcha
@wicked socket meant a new game like not skyrim
@real sphinx and thank you for the thorough and well worded responses. Bethesda has long been my favorite studio (Rockstar and CD projekt red are only competition in my eyes) but the modding community and sheer replayability of bethesda games is unmatched
They would have to basically either integrate SKSE into the game executable or extend the existing papyrus API to add similar functions to those that exist in SKSE.
Mods still busted?
They'll let us know via #modding-news and #content-news when it's fixed.
@rich kiln ahh ok thx
that'd be dope if they did that, console would finally be able to get script extender mods.
im only dreaming tho, not actually expecting this
Well, you're not wrong. I would be over the moon if they started expanding the papyrus API. There's a lot more mod authors could do and a lot easier if we just had better access to the game's internals.
Hey Cartogriffi, thank you for the detailed and accurate response. Although the latest issue (after yesterdays update) which is causing problems with mods, it seems to me and correct me if I'm wrong, that the issue is with the in-game mods menu? Appreciate you taking the time to update everyone.
(it'd also be nice if certain papyrus functions and condition functions that are currently broken could be given a little dev time to fix them so that they finally work right) 
Thanks and yeah I saw that last night. Just confirming that the issue actually has to do with the In-game mod menu mods. Sounds as if it does but I'm seeing or attempting to find out) if that's actually the issue?
Yes, it's a UX issue. Once this is fixed, the invisible mods will be accessible again.
script extender does so much more then just extend scritps it opens the entire game i dont think that would even be allowed for consoles
It does seem unlikely.
That would be part of why I focused on the API. The majority of what SKSE gets used for is simply the added functions.
There would be no need for the extender if the functions it provides are simply added to Papyrus natively.
Which is the point.
you misunderstand the issue
script extender itself does alot
but it also allows for further extension
and rewriting nearly anything in the game
for instance an oblivion script extender mod can rewrite and de hardcode the magic effects
the amount of control skse gives wouldnt be able to run on console

I use skyrim anniversary edition
which is skyrim special edition
Correct it's special edition with a dlc bundle
yep
I know you guys are doing what you can to fix the issue for Skyrim players, but will we be seeing a similar issue on the FO4 side?
Speaking of modding jaxonzrenamer appears to just cause ctds in sse with AE installed ๐
I might be missing something but it's never had dependancies as far as I know though it is unmaintained like a lot of skyrim mods ๐
It might be an age thing. My limited understanding of that one is that it is quite advanced and may need to be looked at by the MA to update it to the latest game build.
Yeah but the mod author doesn't appear to bw active
It's ok to retire mods. Thank the mod author for making it by endorsing them on Nexus if they have a Nexus account.
And since the skyrim community doesn't exactly try to preserve mods it's neglected. Unlike Planet zoo which has a whole community of mod makers preserving older mods by updating them.
Skyrim loses a lot of older mods thanks to lack of preservation and age though so not much you can do until someone provides an alternative.
I'm weirded out that people 'preserve' mods by updating them in absence of the copyright holder. That's like asking someone to update the Hobbit.
It's called bringing the coding onto the latest version
The fact that you think it's weird to actually update mods to work with the latest version is strange too me.
It's basically just taking over abandoned worl
Coding is copyrighted though. How do you get the licensing for it?
not all skse mods have their source available
And still crediting the original maker.
And that is unfortunate
so in those cases the only way to do it is to recreate it
It's also why the community has so many un updated mods
So basically once they fix issues the mods will b ok?
It's never not going to be a problem sadly. Since I sure mod authors have good reasons to not make the coding available
I hope my vampire mods will b ok ๐ฆ
if the mod uses adress library ae or uses skse itself itl most likely work
if it doesnt use skse at all itl be fine
Planet zoo is pretty simple most of the mods that have been brought up to latest version lacked coding and since it has a more active community people are able to contact mod makers for that game. The issue comes in when you've got games like skyrim who have tons of inactive mod authors
I play anniversary edition so .. they should rite?
And no way to contact them. If slyrim was budding modding community actually contacting older mod authors might be easier ๐คทโโ๏ธ
It just depends on how structured a community is in the begining and planet zoo kind of weirdly got into modding scene through zoo tycoon 1 and 2 modders so not mamy authors to begin with but some darn good authors
Zoo games are that weird genre of games that tend to have carry over of authors going back to those two games.
Some of the mod authors have passed away or simply moved on to other games. The series itself is over 20 years old. 30 year olds who were modding Arena are in their 60s now.
That too and rest in peace those who are gone ๐ญ
*peace. >_> (apologies but... um...)
Inopportune autocorrect. But back to modding.
I am still surprised Arthmoor has stuck with skyrim modding for so long
I wish convenient horses for sse had a larger amount of horses that could be managed I've got more 100+ horses added from mods ๐คฃ ๐
Well, now is the perfect opportunity to create your own mod to manage your horse count rather than relying on someone else. No better time to learn.
I'm considering it cause I tried learning to mod planet zoo and it's just a headache due to it being on an engine with no actual creation kit
So skyrim modding has to be easier then dealing with an unfamiliar custom engine
'preservation' can also lead to stagnation and nothing is gained, nothing is learned.
True it's why it shouldn't always be done.
Some things are just too messy to port
or too badly coded due to authors being inexperienced at the time to update fully
Porting also leads to stagnation. While there's the 'yay!' we get to play with such and such on console, there's also, 'wait, I played with this in 2014. Isn't there anything new?'
Quenya the white stag was ported but the author also made changes ๐
Also, we're in the same conversation. I have no idea why you're hitting the reply button.
It's a chat room.
Habit
Not a forum. :p
Preservation doesn't always lead to stagnation if the goal is to improve the mod as long as you've got permission ๐
That would be a software fork. That's cool. If there's enough to be a transformative work.
Which is generally how the zoo game genre works with modding.
Also depends on the definition of 'improve'.
Would prefer rather than 'improvements' there be 'transformations'. Such and such does this but now it does this and this instead.
The story arc of this character went in this direction instead of the original, etc.
People newly starting out with modding probably shouldn't try that until they learn more. Trying to learn is where most people give up. At this point I'd need to wait till I get a new computer though. Not a lot of power to do modding on my current one.
It would legitimately be easier to literally commission a mod author then it would to learn myself.
Thanks. I don't know much about UX but I know it covers a lot and IIRC includes to the way users can interact with a video game. Anyway, thanks again for the info.
And considering my severe adhd I'd only be able to devote 8, hours a day to learning if I don't get distracted ๐คฃ
Mind be running a million miles an hour while I'm trying to look into modding ๐
But yeah I'm definitely looking into modding the game.
Can someone tell me if Tarshana's mods for Skyrim are worth it?
why not download them and try them there free
But as of rite now the mods are messed up
it can take years to learn to mod,what do you want to build it might already exist
A horse manager with higher horse count limit convenient horses ๐ cause 30 isn't enough for me
Any mod is 'worth it'. They are free to download. Try them all. Someone took the time to make them. why would you not want to try them?
Which mod author ๐
Tarshana
I've never heard of them.
I'm new to the whole mods thing
she has done that but that should be left to beth to deal with
I've seen some of her stuff. Been a while but I thought they were resource compilations with other authors credited.
That seems more likely then outright stolem content ๐
Compilations are common aren't they?
๐ I just want my mods and play skyrim again I guess I could play another game in the mean time or take a break
Oh
AFAIK, FO4 is fine. Come play on our side.
Woah there's a whole bunch of videos about her on YouTube
Some of those mods look cool
Let's change the subject, please. Calling out specific people for misconduct is not appropriate.
Mihail has some incredible mods owO
@mystic olive I take full responsibility as I started the topic, my apologies
I've got a few of his installed, housecats at the top of the list
and ancient skeletons
Hmm
Do you have the one with draugr horse ๐
I am waiting for all mods to be fixed
That was part of draugr cavalry at one point, wasn't it?
It is actually part of it yes
I used to use that, but I pared a lot of things down when I hit the plugin limit. One day, if I ever get time, I plan to zmerge a lot of them together, so I can use them but save space
are you talking about bandit calvary
No the draugr cavalry ๐คฃ
no, this added draugr on undead horses
Yeah that one
is the creepy doll one of his?
draugr calvary is the base for that mod and is included in it
I forgot that one was in there
I can't remember if he made it, but that thing...start hearing that little worms crawl in worms crawl out song...
it'll stand your hair on end
He did make the draugr horse model ๐
He told earlier in his discord he invented it ๐คทโโ๏ธ
Mihail himself
Is arthmoor here?
He said he invented the draugr horse ๐คทโโ๏ธ
i think mihail designed the model it is from vanilla assets though
type @ then start typing the name
right now using Mihails' ancient skeletons, penguins, house cats, pigeons, sea cows, seals, sheep, and squirrels
probably going to uninstall squirrels next time, though...they aggro from 3 holds away, and then you're stuck in permacombat
Squirrels with pack tactics ๐
Oh my they are here, I'm a big fan of their work
You've discovered a gold vein in the Rift, but you can't mine it because a squirrel in Whiterun is mad at you
That is absurd
you could try https://bethesda.net/en/mods/skyrim/mod-detail/4251116
Sounds like maybe they've been permed so they're remaining loaded in memory instead of getting unloaded when you get out of range.
I'm afraid I don't know enough to be able to tell
Easiest way to tell is if the file is a .esp instead of .esm. Every reference in a .esp is persistent.
Just by default.
In an esm it's the opposite and you have to specify persistence manually.
persistence* that's the word I'm looking for.
Thank you Skyler. I will check
I think that's for xb1. Doing the PC thing, but I think Skyler just put me on the right track
its on ps4 aswell
I have learned that, with AFT, it is possible to make a house cat a follower, and to teach them to cast atronachs at the start of combat
Unfortunately, they stay right up in melee range even though they have no melee attacks.
@covert pelican hey I know you probably get this often but I'm a big fan of your work
Hope you have a great day
give them saber cat ai
I mean they are cats so the animations should work ๐
I think he's got an Alfiq mod now. Might have to install and take them as followers
If I remember correctly, they're on the skeever skeleton though
this was just something I was fooling with in-game with a follower mod.
Anyone have any recommendations for graphic overhauls for Skyrim on console?
I didn't go under the hood
You don't need too
Preferably the greatest ones
Would it not be able to console command on skeever AI
you could try https://bethesda.net/en/mods/skyrim/mod-detail/4242358
The official site for Bethesda, publisher of Fallout, DOOM, Dishonored, Skyrim, Wolfenstein, The Elder Scrolls, more. Your source for news, features & community.
Cause we have a skeever follower
Much appreciated @gentle owl
Hey! I have one. Itโs called Skyland AIO.
Itโs a REALLY high quality mod that makes your game look beautiful.
I still want to make Pumpkin the fox in southfringe sanctum a follower but that fox appearently has no follower AI ๐
I wonder if simply tame would work on then
Wait Calixo?! One of my friends absolutely loves your mods bro
Dark Ages
Pffft Iโm not a mod author xD
I guess I just have the name of an author I guess!
oh
Yeah lol
now I feel embarrassed ๐
Sorry for the confusion
And no donโt be embarrassed!
No oneโs laughing at you. Mistakes happen ๐
Fair enough. I'll check out these mods. Thanks everyone for the recommendations
no escaping
I don't think anyone can escape from the mod authors in this server. You all are like an army of artists ๐
Could probably make a small village with ya'll
A village is a 100 or less
or little over a 100
Mihail has squirrels hidden on nexus cause he's working on a lot his mods ๐
So he's definitely aware of the bugs
I saw he's been posting a lot of pics lately. He just released female giants and younglings, apparently today. It was new on my notifications when I logged in.
Thanks, glad you're enjoying the mods.
Today I learned that Mihail has ADHD and that explains a lot about his mod releases ๐
Any updates on issues with mods?
Almost all of the mods in my load order are skse plugins, I hope it doesn't break
That is a known issue and is being looked into.
SKSE64 is updated
Soo they won't b up and fixed until next week?
Well, it is the weekend, and presumably BGS employees have weekends off.
Ah
All skse plugins will still need to be updated though
many xbox mods died after update ๐ฅฒ
Any idea how long this fix will take? I heard a lot of things saying it was gonna be a quick fix
and this will take quite some time as all need recompilation and some at least are tired lf having to recompile for new version
Well it also broke all address library mods aswell even though address library got updated.
Nobody knows how long the fix might take?
Good thing I made a backup of 353 exe's
its not a fix meh or the skse team can make
the "fix" is skse modders recompiling all their mods for the latest version
basically they increased the length of something by 8 bytes
shifting all the offsets
thus skse .dll mods need to get recompiled.
the only thing that can be done to avoid this issue is for bethesda to revert that part of this update. However as it seems to have been intentional this is unlikely
sooo basically what you should just do is downgrade your version to one of the previous game versions
either do that or patiently wait. Also bothering skse modders in their comment sections to update to the latest version doesnt help it just annoys people
so if you want it fixed quickly
revert your skyrim version
beyond that only time will tell
also just in general i recommend disabling automatic updates... that saves you a lot of hassle
no
also apparently what they did to fix mannequins was tried by mod authors before and it didnt work ๐คท so we will see
meh was investigating why they might have made that change
but last i checked he couldnt find any relevance or use
so ๐คท we are still in the dark as to why
i wonder how hard it would be for them to use the immobile tag fallout 4 uses to make them literally incapable lf movement in any way
probably alot harder then itd seem
fixed manequins? so no more turning around to find your daedric armour standing behind you /
?
i am surprised how selective you read those statements apparently .-.
is the bug still there also what was tried before by modders
idk all the things that modders have tried at this point. I just know that bethesdas fix was done before by modders but there have been various attempts
as for whether or not somehow beth managed to fix it i wouldnt know
because i am still on 1.5.97 lol
as to why i know that it has been tried before.. well while i didnt try that one myself these guys did
๐คท
How do I do that if I'm playing on Xbox?
all of what i recommended only goes for pc lol because on pc we have trouble with the script extender
or rather with dll plugins for the script extender
idk how to do console troubleshooting stuffs
i dont think you can revert in any shape or form on console?
on console the issue you guys are having is completely different from the pc issues though
we dont have the load order issue you guys have
Oh yeah, I didn't think about how this fix might break that part of the quest. I wonder if he will just add in npc's that look like mannequins now
With as much support LotD gets I am sure that will be quickly handled.
well thats a minor issue comparatively
the real point is that according to them the fix beth tried is pointless
Yeah I was reading that. I would assume Bethesda took what they did and also adjusted something in the core game so that the fix will work.
So are mods fixed r not?
Last information that was put out is #modding-news message
Is it safe to play with mods that have not been effected by the update?
I really need to know cause I wanna play the game ool
Lol*
Well....yeah.
K ty
Also I would know a mod isn't effected by it if it just appears in my load order right? Since that's the issue with the mods that don't work rn
I would also like to know if this is how you identify which ones work.
Cause my girlfriend kept having new mods get removed from her load order each time she went in and out of her save
So it's a bit confusing
I agree itโs confusing. Iโve been able to add some since the update. Like automatic crossbows and a couple armor mods. But Iโm waiting to add one that lets you be a vampire while also being a part of the dawnguard, because idk if itโll effect my game negatively since theyโll deactivate when I leave the game.
Yes, but also no. There's multiple issues. I don't know enough about the load order thing to know if it's simply the mod being visually not shown in the load order or if it actually isn't loading the mod, so for that you'd simply have to try it out and test it to see for yourself. The other aspect is the SKSE thing that's just standard with each update; if SKSE has updated and all of your SKSE-dependent mods are also up-to-date (assuming you're using any that needed an update - not all do), then you'd be fine, otherwise not.
actually pretty sure almost all if not all need one
that have a dll anyways
beth did the big bad and shifted offsets
8 bloody bytes
so basically all skse .dll mods need recompilation
So am I waiting for the game to update again or the mods?
That's up to you. It's my understanding there is an impending fix for the mod load order thing, so if you're hellbent on using a lot of mods you'd probably want to wait. But, the game is still quite playable without mods, so you could always just take a trip back to the vanilla game on a different playthrough if you wanted.
Alright then
Itโs a struggle to play vanilla after playing with mods for years
Fr, if you think its easy to go back to vanilla, then you just dont have the rights mods
The game is fine with and without mods. Mods simply enhance an otherwise really fun game.
If the game wasn't fun, no one would mod it.
Game is fun, but vanilla is missing lot of QoL stuff that should be there by default and if you look at something like Ordinator perk overhaul and then compare it to vanilla perks, it really shows how un-creative vanilla is. Not to mention mods keep the game still relevant, otherwise Bethesda would never made CC or 10th anniversary
100%, but personally I will never play skyrim vanilla, after the hundreds of hours ive spent modding n playing with the game modded
Ngl, furry rabbits are a must have
Ok. Then patience is a virtue until things get fixed.
True, hence why Iโm not playing
Iโm away from my pc so gotta use my Series X ๐ฅฒ
I don't use SKSE so I don't have to worry about it.
Cool that you got the alternative
Yeah, but it sucks since I legit finished my LO a day before and only played for 4 hours before I went to make breakfast and came back and Skyrim was updating ๐คฃ
Ong, same exact thing happened to me
Took a break to make food, came back to an unlaunchable game :l
Iโm hoping the fix will drop before Wednesday
Unofficial Skyrim special edition patch just updated, is it safe to play with mods now?
Facts
On PC as long as you don't use the in-game menu to manage mods, it was never an issue. The fix they're looking to put out later this week is specifically an issue with the in-game mods menu.
Ah ok, in that case that isn't fixed yet
But since USSEP was updated should it be safe the play with mods that aren't disappearing?
So far as I can see, yes. They only disappear in the in-game menu but the game is still loading all of them. There weren't any missing content warnings when I loaded things up to check.
Ok so it isn't loading 5 of my mods anytime I relaunch the game I have to re-enable said mods by searching for them or finding them in my favorites. Havent tried today yet
Does anyone know if the mod that lets you type in amounts in 76 conflicts with the fusion charger?
hello, i have recently adopted a new modlist in skyrim but everytime i use a spell or hit an enemy the corresponding skill skyrockets, like one sword hit will get me from 25 - 27 any ideas
That will happen to me every once in a blue moon regardless of what mods I'm using, and the only "fix" has been to restart the game. Sorry, if that doesnโt exactly help.
a mod or one of your perks ingame is increasing damage the more damage you do the quicker you level
ussep update has nothing to do with anything regarding the menu ๐
on pc you shouldnt be using the menu anyways as it afaik disables mods that dont have skyrim.esm as a master
such as for example.. skyui
No mod should not have at least skyrim.esm as a master
while i agree... they dont necessarrily need it
so it doesnt matter whether or not they should or shouldnt
some dont
and they wont get updated again
hence dont use mod menu if you are on pc
simplest and safest solution
dunno why anyone would use in game mod manager regardless of that fact when better options exist on pc
but for something as simple as adding a master, could just do that myself if that was the only reason lol
yes
for the same reason as why it disables mods that dont have it on pc
so yes for a mod that you want to bethesda.net and have console users use it
you absolutely need it
for on pc they dont need to add it to make it functional
I'm doing this Unofficial Skyrim Downgrade Patching and setting up everything while I wait for the hotfix to arrive and see how things will end up with the hotfix
Hope it'll work smoothly
the hotfix wont really fix the skse stuff
skse mldders i think are still annoyed and/conflicted which versions to support going forward
because its like.. we got 1.5.97 which basically everyone still supports and loads lf people use
we got vr which has a seperate version
we have had an "AE" aka 1.6 version that worked up until the last update
and now theyd need to support another version on top for the stuff going forward
or if they drop support for prioe 1.6 versions and only support the 1.6 versions upcoming theyd still have to recompile all their plugins for the new version
and then there is also the fact that we gotta worry about additional stuff like this going forward
we dont actually know how many times more beth is going to brick the compatibility layer that is address library
and finally even if they decide to support all the versions i just listed and potential future ones too
there is the question of how to make this intuitive for the user
also again anyone here reading this.. please dont ask skse modders to update their plugins.. they have been all asked about 70 times too often by now and all you ll do is annoy them
Lot of speculations hereโฆ
itd be nice if there was a way to minimize damages with updates to skse/skse modding but i dont thinn there is a looot of dialogue happening between the RE community and bethesda
so kts simply possible that they have nl idea what causes headaches and what doesnt for the RE guys ... but we shall see how things go on moving forward and what kind of script extender implementation will be done flr future bethesda games
like what?
pretty sure all i have done is summed up the state of the RE communities thoughts ( while leaving out the frustration anger and annoyance parts lmao). The only thing i speculated is potential future updates
i dont think thats a whole lot of speculation ๐
and the concern that future updates may brick it again is pretty fair considering how easy it is to break the offset mapping
Truth is nobody expected an update...everyone's had the inner unchecked certainty there was no space nor time nor resources to push a new update which caught everyone by surprise
yep
and community at large doesnt seem to be used to updates anymore
the amount of update mod demands this time round
are insane
yet here we are, again...waiting for an update so SKSE team can keep going
hence why id just downgrade if i were yoj
because chances are stuff isnt getting recompiled any time soon
(or you learn how to compile them yourself)
call me naive but...I still trust people keep their word as previously stated by BGS liasons
so I will hold my breath longer
The root cause of the disappearing mod issue has been identified, and we are hard at work on a fix. Weโre optimistic a hotfix will be ready early next week, but unfortunately we wonโt have it before the weekend.
sure
I meant BGS not SKSE
but that part doesnt interest skse people
so if you want to use skse
ylu ll probably want to downgrade either way
BGS probably doesnt have big issues finding and fixing that issue
let's see how it evolves during week
(i am still curious which parts i speculated ๐)
Lol
conspiracy theories?
Conspiracy Theories and Misinformation
We do not tolerate the deliberate and malicious spreading of false info or conspiracy theories about ZeniMax and its game studios, game(s), or employees.
i dont think i did anything of that extent? But i also rarely interact on this server so if i overstepped some boundary i am sorry
only thing that i can see that might be that is the worry of future updates?
Just a reminder in general for the chat, as that's where the discussion usually lands.
ah ok fair enough
is there an update?
yeah i am not really interested in spreading bad info about beth ๐ original reason i came here was because i saw the meltdown of confusion on every platform regarding skse so i figured someone should probably give an informed summary of where its at
no point in suggesting beth might do things they didnt or be silly and assume that they broke skse out of malicious intent because its obvious that they didnt and that they dont have any interest in breaking it
Hi Tomรกs, there is currently no news on an update but in the mean time I'd recommend keeping an eye on #modding-news for any announcements
You would be surprised at how many users have this view ๐
yeahh i had to argue with quite a few already ๐ first it was "modding is dead" every other year then it went to "bethesda will kill modding for starfield" and i guess Todd directly No Ued that one.. and now its "bethesda wants to break skse because creation club!!!" or something like that
completely disregarding that the two are completely different ๐
and not realising that if bethesda REALLY wanted to do something bad they wouldnt go about kt by increasing some things by a measly 8 bytes and they also most certainly wouldnt have worked tlgether with the skse team for the AE update
๐ its all very silly but people get emotional about these kinds of things.. especially if they cant change anything about it
thx
Iโve noticed when searching for mods in the Xbox mod menu interface that my microphone function no longer works. Is this a part of the UI glitch affecting the mod menu? Iโm just curious about this? Anyone else noticed this?
(Before anyone says it, yes, my microphone works for everything else)
Is there a channel where we can request custom mods?
People are able to use a temporary fix on PC until the hotfix is released. While Xbox users are stuck without any kind of temporary fix.
for people on pc its the same as any other update for the most part unless using the in game mod menu
isnt that just a console issue in general?
not a bethesda issue
cant choose to play old versions of any game just like that on console can you?
and the reason why pc isnt affected is because we use mod managers and not skyrim for modding our games
I alreadh bought the anniversary edition Sooo my xbox updated skyrim by its self and I have to wait for mods to be fixed cuz I tried again to download mods and it showed I download and on load order it don't show it downloaded or work for game. So if anyone had more news please let me know
#modding-news ....
@surreal cove we'll have the mod display issue fixed soon, and then everyone's mod lists will be restored. No mods have been lost.
Awesome, thanks! While I'm still on the topic, is the "wiping everyone's mods" thing the only issue with increasing the mod size capacity?
Because I was thinking that wouldn't be an issue as long as the upgrade is optional somehow (like releasing a new "Modder's" edition of skyrim or making a "DLC" update? Or letting it kick in the next time users clear their reserved space?)
Replacing a partition would have to be a base game patch, it can't be optional.
Ahh, so the only solution would be something like releasing a "new" game
We revisit increased mod space regularly. Ideally an option would become available that would allow existing data to be moved into the new partition, avoiding any problems. Barring this, something to at least reduce the occurrence of problems might tip the balance. But "latest Bethesda patch may corrupt all of your saves" is a rather crummy situation to deal with. There are some folks who will happily accept that trade off, but we need to consider the entire playerbase.
Hmmm okay so if we can't replace the partition, what about simply creating a second partition?
I definitely agree with the approach of considering the entire playerbase and not corrupting existing games, and I really appreciate the thought you guys put into this!
Wow they worked with he SKSE team? that's cool to hear funny some think that bethesda doesnt like the modding community when they themselves are making them (via Creation Club) plus they even hire some modders that really standout with their work (Greatest Example is with the team of Fallout London)
RE stuff is completely different from creation club stuff
also working is a very strong term
i think cooperation probably puts it nicely?
there was communication between the skse team and some peopleat bethesda shortly before AE dropped
to minimise damages by the compiler update
(still very cool and very glad that happened though)
and the other instance i am aware of where something happened is when one of the RE guys told them a bug and where that bug exactly is (not sure if he also provided the code for the fix.) and they fixed it
@trail geyser
If you open Skyrim's storage settings on xbox, you will see that there is a partition for saves, and a separate 5 GB partition for downloaded mods
Bethesda communicates with modders more than most people seem to realize. They certainly don't hate mods or the modding community by any stretch.
yeah totally its that easy and im not at all going by the fact cartogriffi mentions itd effect saves for everyone
Cartogriffi was referring to how replacing the space reserved for mods would delete all currently installed mods, which would cause problems in saves that required that exact combination of mods
Which is something that they won't do, and I'm not asking them to do it
I was just asking about potential work-arounds
Replacing the mod partition wouldn't impact anyone who didn't use mods.
Well, I think anyone with creations would need to jump through a hoop or two, but it would be fairly minor.
aaah
I can't help but wonder if there is honestly anyone who could receive an increased mod space at the "cost" of a corrupted playthrough and say it's a bad thing..
Every time anyone makes a LO on skyrim or fallout they're constantly faced with having to decide wether they truly need a mod or not because of limited space but with increased space people would be able to make much more rounded and complete LOs and it would improve the entire experience. I don't see how anyone could see that as a bad thing.
There's plenty of people out there who are happy with the setups they have and don't want them disturbed by such an update.
I think the current argument is the lack of communication over specifically RE. I can't update my mods because we still don't know exactly what changed and Bethesda have not communicated this.
Didn't the SKSE devs say all you need to do is recompile your dlls against the updated SKSE release and CommonLib?
CLib has missing changes.
This update was substantial in terms or how many ids changed. (4% vs around 2% for a typical update) Almost all id changes will fall outside of what RE currently covers.
Seriously?? I don't believe that people would just say no to being able to download quest mods or full armour and clothing retextures aswell as being able to get HPP and the FULL version of SMIM aswell as getting the best weather, landscape, flora and fauna mods aswell as new weapon and armour mods..
Most people would love it, but a small portion of people would have their day ruined. It's not an optimal solution
Which is why I was asking about stuff like making a second partition
Folks who tinker a lot with their LO, and re-start regularly, don't tend to realize how many folks use mods in a more casual manner.
on pc they might be ok but for console we could use more space
It's rather like how PC users often assume no one plays BGS games without mods, even when mods weren't available to a majority of folks playing. ๐
i dont change my lo alot but want more space (i dont have a large lo currently because im testing)
yep pretty much ๐ thats exactly what i thought would be helpful. Also finally a familar face for once
PC Steam update is OUT
The xbox update is out
