#modding-general
1 messages · Page 16 of 1
thank you sm
Np. I just got tired of trying to keep track of everything in my head. I wrote it down last night, realized it would get lost in the void of messages of skyrim mods, so decided to modify the post and add a few some one else mentioned were working and shove it into the discussion thing since its easier to find that way for anyone looking for it
so .. i read about Robovoice, so there's no longer need fuz ro d'oh mod right? 🤔
yoo that news about looking into allowing achievements with some mods is great news, been looking for that for ages
also, appreciate the transparency about the updates coming back next year!
are mods still broken
Yup. Broken as they were yesterday. Im sure stuff works but its the same issues since the update
so mods are kinda broken. you can use mods that do most stuff but from others and myself if you install a ui mod then skyrim freaks out and crashes like crazy. some ui mods will work but im not sure what ones. the developer of the mod has to change some stuff in the program to be compatable with the new update so we kinda have to just sit and wait for those people to get around to changing that. although mods like weapons textures and landscape textures and more all still work just stay away from anything ui based like huds and main menu changes and text changes ect.
#1184505392223490149 here you go. Safe happy tested ui mods. If anyone finds any more that have been updated or have new versions lemme know. So far these are xbox ui mods but i hope it expands once people notice i took the effort to compile a list and add to it
You're acting as if this was done intentionally.
official blender exporter? Oh man, that's great
For the Kontrol mod I do usually play with default controls. I like swapping a lot of my binds around to feel more like cod honestly. Now have that said if I use the mod then do I have to use default controls? Because when I use it and change stuff I always have an issue. I’m usually swapping like jump to A and pick up to RB and crouch to RS and sprint to LS and a few more but then it seems like when I use the LB button which is supposed to be the shift key I find myself replacing it with like wait or change perspective so it really just messes everything up mid way through a fight and trying to pull out a spell or weapon
What does the official blender exporter mean to us ps4 users? 🥲
Absolutely nothing. Get a pc or xbox is about all i can tell you
Not sure about Skyrim, but FO4 can have minimal quests with scene dialogue options as long as no external assets.
You do not need an Xbox or PC to enjoy the game.
Yeah but he is talking about blender. A 3d modeling program. The most essential thing to make external assets
That sign is not an external asset: https://mods.bethesda.net/en/fallout4/mod-detail/4202530
It just takes a little more creativity. Telling someone that they cannot play on their chosen platform is not cool.
They can't get any mods with extra assets though. That is just a fact.
The blender exporter has 0 effect on ps4 players.
Im not saying they cant play on ps4. I am saying if they want the blender tool to matter they need to swap consoles or go to pc. Its just reality
Agreed. As someone who busts their butt to try to make mods for PlayStation it gauls me to see someone tell another person to 'get this or get that' in order to play. It is not cool.
I am not against people playing on Playstation. I am against Sony as a company because of there crappy business practices sure. But all i said was if he wanted the new exporter to work for him and not mean nothing then he should swap to a platform that does allow it
Please, please, please, try to be a little more considerate. It grates, man. We're all gamers. No one wants to hear to some other platform is better than such and such.
Getting mad at me when im just telling the poor guy to play on the supported platforms. I wouldn't tell a guy to play Spiderman and then sell him an Xbox just like I wouldn't tell some one how greats mods are and then make them play in a Playstation
You are getting an objectively worse modding experience on Playstation when compared to xbox
And on xbox your getting an objectively worse modding experience compared to pc
Uh. We're gonna have to agree to disagree.
New Topic
Now the mods come back lmao. Anyways im loving the freedom not having a 150 gives me. I haven't felt this free since when mods first launched for console.
Tho its weird im getting ghost space after having wiped my load order and not deleting any mods
It's weird it's called ghost space when there's remnant data left behind.
On the old FO4 forums we'd decided not to call it that.
Yeah you see the problem is. Ive wiped my reseved space. Then downloaded my mods. Yet i still have it
Like not deleting the mods in game.m but going to where my saves are stored on my console and deleting that. And it is and will always be called ghost space. Its space filled by phantom data that remains from deleted mods. Hence the ghost
Are you even old enough to remember space ghost coast to coast or even the cartoon the characters were from
Driving Down Highway 40 In My Big Ol' Pickup Truck!
If it matters, my Xbox gamertag is old enough to have grand children, and I'm currently retired. 😛
Lol
Modding is more fun than knitting. 😄
Ok grandpa
ISO advice, I have PS5 SLIM and Skyrim Anniversary Editon and creation refuses to work. After they did the update it was fine. As of late the game crashes everytime I go into creation.
I can play regularly just can't go to creation and check mods etc....Internet is great. Online features work. I rebuilt database. Cleared cache. Deleted app and reinstalled and still same issue? Am I the only one experiencing this?
Hi. please submit details of your issue here: https://help.bethesda.net/#en/home/product/373/skyrimcat/1317/creationcat/287. Detailed feedback helps the Devs understand what users are experiencing.
Thanks 🙏
Hi all, looking for experienced modders advice, with some experience on Xbox ports. As I've already reported, my ck crashes whenever I try to port lux, as there are some weird warnings for textures and alike, most of which are due to the base game itself. This was probably happening before the update as well, but the unofficial ck patches were probably fixing the problem. Could a mod work fine if
- ii upload a lux dummy esp together with lux meshes and textures (naming them as lux_data.esp, etc, so that the esp name matches the bsa names) , and then I port the real lux esp on its own, keeping the original lux.esp name for compatibility purposes
Do you think the mod would work, at the expense of an extra mod slot?
I know it doesn't make much sense, but I am somehow able to upload the lux.esp on its own, while the ck would crash if I try to port the esp plus the bsa together. I suspect my temporary workaround could work, as the dummy esp would still be loaded with proper lux meshes and textures, but it would have no references to them, hence no warnings should pop up
I LL probably still file a ticket to Bethesda, cause I really don't know what else to try. The ck crashes and there is no crash dump or anything like that. Only happens with lux Interiors.
I'm not sure why lux is crashing for you. It really sounds like a bad mesh. Bad mesh will crash the CK in a heartbeat. There is nothing wrong with a two part set up to establish a framework for your modding series. It's used in FO4 all the time.
In case you need it:
Here is information on data files and their structures: https://wiki.bethesda.net/wiki/creationkit/Fallout/Data_File/
here's for Skyrim: https://wiki.bethesda.net/wiki/creationkit/Skyrim/Data_file/
Taken as a whole, you will gain a much broader understanding of what data files are and will be able to troubleshoot issues much easier. I am having issues implementing version control to create master files so xEdit or Wrye bash will need to be used to esm-ify your master plugin (lux_data) so you can do a two mod setup. There should be instructions for both in one or both of the above links.
If Lux.esp already has a master you'll need to load it and its master file and then remove the master with the information in section: "Removing Master File Dependencies From Plugins" on the Skyrim data file page. The dust is still settling on the updated CK, so keep that in mind.
What's really odd is that the ck crashes only as soon as I am about to complete the upload process (which means I hit on upload at the very end of the process). I'll follow what you suggest and do some experiments in game. Thanks a lot for your help!
You're welcome. I hope things work out for you.
I did not realize the de-isolation link is now broken, here's the new link: https://wiki.bethesda.net/wiki/constructionset/ConstructionSet/De-Isolation_Tutorial/
The information for FO4 is more up-to-date and accurate, however.
Thanks once again 🙂
Bethesda, you update next year, we can hope that you will solve the problem with the translation esp where we can be seen royally?
where we can be seen royally ?
fix creations crashing the game it happens all the time i change my load order in skyrim you guys obviously didn't test this creations system it looks pretty hasted together with glitchy menus and a bunch of crashing fix your game
So does Skyrim For PS4 just not get any new paid content besides the two copy-paste houses. (Not so much to diss the mod makers but there are A LOT of house mods on Skyrim at this point) none of the new dungeons or the gun thing since they are mods and not true CC content?
Also the creations menus are pretty much trash now. I'm crashing too. Keep getting a 34878-0 error... While playing the game. While in the menus, while loading up old saves that do not and never have had mods? I've done everything I can. Even clean wiped my PS4 but it's still happening and ONLY ON SKYRIM.
Help please.
Per our article on this error, I would recommend contacting Sony Support if you have not already: https://help.bethesda.net/#en/answer/36625
Hello, do we have functionally on the bethesda.net website for downloading the files for authored mods which have been uploaded to other platforms?
Hello, anyone know of a map that better distinguishes all of the holds borders?
I think one of the paper maps
Wouldnt be on ps tho
you can try and play offline after you download the mods
I've been doing just that actually. The main crashes have all came from the creation menus. Namly scrolling down to the mod 'perky Alchemy" in my load order has been causing repeatable crashes. Sometimes coming back, my load order has been scrambled. I'm trying to get in contact with Sony Support now As the mods kindly pointed out. I'm effectively unable to change my mod load order short of uninstalling and reinstalling the game. Sent plenty of crash reports with recordings of it crashing right on the mod. (That's far from the only time it's been crashing, just the most repeatable) also notably seen repeatable crashing by simply selecting the "Craft Nord Hero Arrows" mod on the featured page but that one has since resolved without any changes on my end?
At this point, I'm leaning towards this being my PS4's fault but I thought I'd post about this since I'm seemingly not the only one to have the new creations crashing on me.
If you mean the ability to download Xbox or PS4/5 mods to PC, no you can't.
Similarly you can't download xbox mods to ps4/5 or vice versa
unless they're uploaded on pc, no. only way to get them would be by contacting the OG author (or if they have a GitHub or the like ig)
(apologies for the ping)
Just an FYI - the link to Sony support at your link does not go anywhere. This is the sony support article that pops up for CE-34878-0 error code: https://www.playstation.com/en-us/support/error-codes/ps4/ce-34878-0/
Are ui mods fixed?
These are the ones we are aware are fixed on xbox. @terse dagger
So anyone else notice when you select one song to repeat on Spotify it does it for like 4 loops then goes to the next song
Thank you
Yup no problem. I recently updated it with a mod that just was updated too. Anyways i am not gonna list all the font mods that exsist
I don't think font mods edit the file that is causing the issue.
They dont. They are 100% safe to use
It is why i listed that all of them are safe in the safe ui mods thing
Sorry about that and thank you for letting us know!
No worries. That looks like a nasty error code to get. I hope whoever got it can resolve their issues.
Did they fixed the load order random mod placement and mod disabled issue? Not having that problem anymore on PS5 🙂
If it does happen again you can just disconnect your console from the internet. Load up skyrim and select the grayed out creations menu and modify the load order there. Load up or start a save and then reconnect to the net
hey is skyrim still broken on consol? the "creations" is glitching and wont work right on my xbox 1 sx
In what way is it not working right? Is the option not showing up or does something happen when you try to enter it?
its like fat screening everything and not even letting me scroll or open my load order
i cant tell u more without a visual sorry
hope u understand "fat screening" lol
Does it show the old ui but wide?
yes
If it does then that is because one of your ui mods is incompatible with the new update
It changes something about the mod menu or homescreen and just breaks everything
but i cant scroll? to even check lol dont think i even have a ui mod for consol tbh
You need to wipe your load order and start over. Even older versions of Reconciliation broke the creations
You can go to https://creations.bethesda.net/en/skyrim/library to double check your mods and unsubscribe from any that may affect the UI. Make sure to favorite before unsubscribing so you can find it later.
You may notice every mod you have ever used in your whole time modding the game being in your library. This is normal
The only fix that will do anything to solve your problem is to wipe your load order and reinstall
ok well then oofs well how do i install skyrim aniversery addition then since everytiime i do itfreezes saying oh download stopped
thx but imma just whipe all my important mods are faved and now on pc
If that happens its an xbox thing. First wipe your reserved space. After that restart the whole console and try to install AE again
Some times rhe network bugs out and needs you to just do a little restart to kick it into gear
ok could u walk me thru it plz
Ok press start on skyrim on your xbox.
Select manage game and addons
Go to the saves and then press start on the 5gb reserved space.
Then press a on the clear reserved space thing
After this hold down the xbox icon. Till a menu pops up. Select restart console
what 1 i got 2 my xbox name and skyrim its self in reserved space
Yeah just reserved space. Your name is the saved data while reserved space is mods
so just skyrim its self 5gb not my name?
The thing called reserved space with the skyrim icon in the saves folder
yes i have 2 items there my name and skyrim name is 22.8mb and 5mb or gb whatever i deleted
Yeah now hold the xbox icon till a menu pops up
The glowy bit onnthe controller
do i not delete skyrim?
No you dont need to wipe skyrim fully
ok well im restarting
You only needed to wipe the reserved space and restart your console. The reserved space wipe to get the mod menu back
The restart to get the ae download working
If AE installed properly then you could just relaunch skyrim and the new creations menu will function as it should
hope i dont need my sighn in info and so i need to download ae again?
If it wasnt installed already restarting the xbox will fix it
ok yeah fr heck yeah thx it worked
Now once you are in game. Wait for the silver skyrim logo to turn gold. Then enter creations
Press start and select install all creation club content and wait for it to finish
This restarting the console works any time a game or addon keeps failing to install
what if i dont want specific creation home?
Then find the cc tab and manually select the ones you want
Left trigger opens the quick menu to navigate the categories. Right trigger opens the sorting method once in the catigory
ok also did they increase the amount of mods u can have or no?
Left bumper opens the search bar, you have to press right trigger to actually search once you input the text
And yes the cap is nolonger 150
how much do u know?
Use #1184505392223490149 if you want to use ui mods that are safe to use.
If you use Reconciliation use the ones that say updated
like can i get bruma now aswell because its huge
No the 5gb limit is still a thing bit 5gb is enough for bruma
Its just the number of mods you can use has had the cap removed. The space allocated is still the same.
soooo whats the diff?
My load order is now 248 instead of 150?
i already use ugh mod manager
Ugh didnt remove the cap it only increased the number of mods you could see
It helped when looking for mods to use
so doo i need ugh then or?
From what ive seen ugh doesnt work correctly unless its been updated. Some one said it still let you see more mods in your bookmarked ones
The search function is a bit better tho
also what does ini mean cuz there is this mod that says Max lod ini for xbox
Max level of detail ini. Ini is a configuration file that a lot of games use for certian settings
Like how far grass is shown, or the field of view and so on.
oh ok
Its normally a pc term im surprised you dont know it
@split crescent oh thanks, didn't know we could do it that way 👍
This is the definition of an initialization file: https://wiki.bethesda.net/wiki/creationkit/Fallout/Initialization_File/
Applications use them for setting configurations. https://en.wikipedia.org/wiki/INI_file
Ended up contacting an employee have to wait until after the Holidays. Can ignore my message.
Speaking of, we still haven’t got a confirmation on whether this is intentional/going to be permanent have we?
Is the Mod Author role old? I don't remember how I got that... I have authored a mod, I just don't remember ever talking about it lol
Why you removed platform filter from Bethnet??? Now it's virtually IMPOSSIBLE to find mods for my console only... new system and page are too complicated, I'm done with it.
Mine still has the platform filter?
It was #server-roles message
Is there a skeleton that is completely compatible with SWF, but without the weapon placement ?
Doesn't swf come with its own skeleton?
It is integrated into Realistic Weapons Placement But I don't like the placement of the weapons (which I don't find realistic anyway)
No i mean. Swf on it's own has the skeleton you want
Oh ok 😅
You can use Realistic Equipment or Just Shields on Back or both.
I assume you're using them because you want the nodes for the dual sheath and Shields on Back right?
Yes, currently I used :
-SWF
- Just Shields SWF
- Realistic Armor
- Realistic Weapon Placement
Yeah see
Needs Simple Workaround Framework V2.8+.
Now it comes with it's own skeleton based on XPMSSE Version 4.81 (last version at the time of uploading this mod)
Also includes Realistic Ragdolls and Force settings applied
From the just Shields mod
Pays to read mod descriptions. Not trying to be pedantic. Just saying the information you want is there
If you want better equipment placement ls than Vanilla look for ones that require xpmsse
But don't include there own Skeletons
Ostronamus - Better Placed Weapons (Based on XPMSSE)
Yes I misread the mod sheet 😅
Mea culpa
Try that one if you want better weapon positioning
For a long time I used the mod : XP32 Maximum Skeleton Special Extended Plus, but I had a problem in it and Just Shields
The shield under the feet bug right?
Thx for ur recommendation, I'm going to try this
That's because that old xp32 mod is missing a node in the skeleton that the shield needs
No, I had a shield nailed to my back and its clone on my arm
I never do like everyone else 🤣
But yeah this should solve your Shields problem maybe
Thank you very much, I'm trying it and it matches what I'm looking for thank you 😉
I use a lot of swf mods
Simple Workaround Framework
Just Shields (on Back) - AE Edition
Realistic Equipment - AE Version
[XB] Inns Can Be Closed by AndrealphusVIII
[XB] Elven Ears For Breton NPCs & Player
JS Misplaced Septims SE
Just Drop It - Immersive (Un)Equip
Shame of Skyrim
A Fond Farewell: A Funeral Mod
TDF Equipment Restriction
Billyro Compendium (SWF) 1k
[Patch] Leanwof's BetterShaped LEFT weapons (For Realistic Equipment)
Shalidor's Armaments - Artifacts Enhanced
Shalidor's Armaments - Extended Armory
Shalidor's AE Patch
Realistic Armor Overhaul (SWF Edition)
Unplayable Faction Armors SSE (SWF Edition)
MADMEN of the REACH | AE Edition
Stormcloak Einherjar Armor (Shalidor's Armaments Version)
Kukatsuo Thane Weapon Replacer (SWF Edition)
Sensible Interface - Updated (SWF Edition) - (By Daddymchugenuts)
Requested] - Tomm Mods Bundle
Just Name It (Horse Edition)
Customizable Combat Configuration
[Patch] Unique LEFT Uniques (for Realistic Equipment and Just Shields)
I got a question about skyrim mods space and Fallout 4s mod space, why does skyrim have 5GB for xbox then 2GB for fallout 4 xbox
Also a mod broke creations for me so I don't know if skyrim has changed
If a mod has broke Creations for you, it is probably a UI mod that hasn't been updated to the new Creations UI, and the mod is trying to edit a menu that isn't there any more
Everyone hopes the "next gen" update also gives us same mod space as Skyrim...but I won't bet on it
It was Nordic ui, I tried to delete it but it ended with me having to reinstall the game again
Where? I have time of publishing filter, categories, and search bar, but not platform.
What device are you attempting to access the site from?
On Desktop, click on View All Categories. It will take you to this page: https://creations.bethesda.net/en/skyrim/all?
At the top you will see icons for "Any", "PC Game", "PlayStation", and "Xbox" and then will give you an option of a cards view or a list view. Directly under that says "44719 Creations Visible" for me and I have the "Any" selected.
On phone, Next to "Filters" there is a dropdown box that is defaulted to "Any". Selecting that will give you options. (Which on my phone do not size correctly but I'm on a very old phone.)
Selecting the icons on desktop will change them from white to black highlight.
You can also type in ?platforms=XB after the word all in the link above for Xbox
?platforms=PS for playstation
?platforms=PC for PC
Best mod that more stuff happens when you wander around the world?
You talking about random encounters?
Yea, when walking the streets not much is happening other then wolf encounters haha
Oh you need somthing like "Adventurers & Travelers" to add more npcs to the road.
There is also "NPCs Travel" if you wanna encounter large groups of npcs including hostile ones
There is also "Wilderness Camp Encounters"
And "World Encounter Overhaul"
@limber vault
My favorite mod for this is "Ultimate Dedly Encounters and Spawns." It does away with vanilla spawn points and vanilla respawn timers, completely revamping how combat encounters work in Skyrim. An encounter can now happen anyplace in the game world, and at any time. No more memorizing enemy locations and using the same tactics to defeat them that you used hundreds of times before. You will be on your toes every minute. Encounters can vary by group size, by frequency and by enemy levels. There are many other features, and nearly everything can be configured via MCM menus. I never play without it. https://www.nexusmods.com/skyrimspecialedition/mods/3093
@grizzled torrent ok, thanks buddy!!!
You're welcome. Hope it helps.
@covert pelican why unofficial patch got reduced in more than 100mb from 4.3.0 to 4.3.0a
I'm guessing the reason is this (from the Unofficial Skyrim Special Edition Patch v4.3.0a (2023-12-07) [SSE 1.6.1130+] readme): "The XBox main BSA file has been compressed again, but there is no way to validate this isn't going to cause issues. XB1 users will need to let us know if this breaks something or not."
Got it
I want more business mods, like the windstad mine one
Boy I'd sure love to download bee hives and Divergence Bottles 512 ver without bethnet installing "beehives.esp" and the 1k version of Divergence Bottles as well
And I can't delete the esp/1k version or the intended download will refuse to enable otherwise
I have to wait till 2024 for this to be fixed?
Best to report the bug directly to Bethesda then.
And also to the USSEEP team
@covert pelican Hope this is enough for USSEP Team?
Damn that's a consistent way to mess your saves, does that happen in Fo4 and Starfield?
I've never had this specific bug cause any quest related issues.
It's probably pretty rare with there not being an easy fix
Had it once a long time ago and just now with a Word Wall. It is probably very rare but it is there
I mean if that happens to quest items who knows what else it could happen to
Probably a lot of game issues which are unknown
It is a serious bug that needs to be fixed. I just don't know how. And this vid comes from WSkeever. He knows stuff. He probably fixed it if he knew how.
Ehhm. Why is my message deleted?
Idk. Ask @maiden gale
Fine, I only reported a bug
"Bugthesda", you said.
Ok. My bad. But does it mean all the messages had to be deleted? No
Anyway. I got a tip from someone. Use this if you have these issues. Hope it helps for you guys. https://www.nexusmods.com/skyrimspecialedition/mods/88219
R. I. P. to the one and only MittenSquad, will be forever missed in the Bethesda community 💙
WHAT
I’m having a bit of trouble with the creations menu I just finished installing a load order I found and was going to tune it up a bit with extra mods when I crashed now I can’t search or go to my load order but I can move freely and download mods off the home page
I’m going to assume the only way to fix it is to restart
HUH
If your unable to adjust the load order because it keeps crashing, go to the press start screen, disable your internet for your console, then go into the grayed out creations
Select yes you wanna adjust your load order offline.
Then do that
Reconnect after starting up your playthrough
The youtuber who did a lot of fallout and tes challange runs Mitten Squad. First name Paul. Passed away due to complications thanks to his alcoholism that he was attempting to get over. It was rather sudden
Some of the people who have been inspired by him have put out community posts about his passing
It doesn’t crash anymore it just won’t let me search or go to the load order menu
i know who he was, his name wasn't actually paul. was just shocked to find out that he passed 
Does it show the old ui?
No the new one
Oh lol. Well still sucks
This is going to sound like im being an ahole but. Have you changed your controller binds? Like so left bumper isnt a new button and like Y isnt jump anymore
I have not
Then im at a loss. This seems new. Were you able to search before with the new ui? Because the button to search has been changed
I was able to search right before the crash I had after I finished installing the load order after that crash right bumper wont work nor will Y or any other button besides A B and the directional buttons
Hmmm if you remember your load order you might wanna try wiping the reserved space and trying again
That or reinstall skyrim completely if this doesnt fix it. About all the debug things i can possibly think of to solve an issue that doesnt seem to be mod caused.
I was hoping not to cause it took a few hours but I guess I have not choice
If your on pc try disabling all your mods through another mod manager. But if on xbox idk
I’ll see how it plays so far no problems yet
Trying to do a illusionist/necromancer load order
So did you grab Undeath and its addon mod?
I did however it’s at the bottom of the load order and I didn’t know it had an add on
Also trying out sirenroot also at the bottom
Yeah on pc it has a few. Xbox it has a big one, well its small in soze but it does a lot for it. Adds new spells for the lich form to use, squashes a lot of bugs
Adds some robes and a staff and spells to find
Ill find the name of it in a sec
Undeath Immersive Lichdom SSE - thats the mods name. Its the Undeath addon available on xbox
You wouldn’t know where I can find a stable mod list for a necromancer build on a Xbox one s cause the ones I find are for series x/s
Undeath can be run on a one s. Ibused to runnit on a year one xbox one
But no i dont know full load orders. Just grab
undeath.
Undeath Immersive lichdom
Undead FX
rhat mod that has undead summons raise from the ground
A mod to add more undead summons
Just these alone will Overhaul necromancy enough
Maybe use Ordinator since it has necromancy focused skills
anyone figured out the new way to upload ini's? seems to have changed
already tried _xbox w no luck
@lime inlet Where did you report the bug, I don't see it on the bugtracker that the UPP team uses.
I didn't report it on bugtracker. I pinged Arthmoor about it. But my message was deleted cause i misspelled Bethesda
I would highly advise filing it through the AFK bugtracker then, otherwise even if the message still existed, it would be probably lost among all the other pings and notes that he's probably had brought to his attention in the last day alone.
Which exists here, btw: https://afktrack.afkmods.com/
It's the same place I shove all my complaints reports from PRP dev work that are applicable to UFO4P
Ok. Thanks and i will.
How is it even possible for a bug to move mods in the load order and reinstall deleted ones?
Dont know but I spent half a day dealing with it🫠
they added a auto downloader
But…why?
it is for load orders,if you have 2 saves with different load orders and you switch between them it asks if you want to download any missing mods,i think you can also create a load order list so if you want to switch load orders or clear your mod reserve it can download all the mods again automatically
That would be cool…if any of those features showed up for me and it didn’t actively hinder my progress. I’m just still salty about the update I guess 🤷♂️
the update destroyed the game imo i lost alot of mods i was building
I'm just waiting out for the fix, then hopefully once Bethesda has fixed whatever the dump is going on, try again. But not before Bethesda has rolled out a fix
Running a stable 229 mods load order on xbox. The 5gb limit is uuugh.
"I want more, and I know I shouldn't"
-anakin
The xbox can handle anything pc could handle last year. So it isnt really bad that you want more. Now an xbox one might struggle but a series sx will be fine
Also my lo is 251 but with this new mod that checks the number of esp esm mods that are installed apparently only 210 of my mods are esm files so i can actually fit 42 mods esm esp mods bo problem
Anyone know what happened to the mod Skyrim Particle Overhaul for the xbox
What's that mod called
I need it
Got it
Well do you have any smaller 5mb or less mods you recommend. I have 153 used so 100 more to fill :), I'm gonna break the game lol
Ah I wish there was a easier way to see the mods that have this as a dependency
Idk man search Simple Workaround Framework and all the mods should show up. The shortcutnis going to bethnet. Sorting by newest and doing that instead
Simple Workaround Framework
Just Shields (on Back) - AE Edition
Realistic Equipment - AE Version
[XB] Inns Can Be Closed by AndrealphusVIII
[XB] Elven Ears For Breton NPCs & Player
JS Misplaced Septims SE
Just Drop It - Immersive (Un)Equip
Shame of Skyrim
A Fond Farewell: A Funeral Mod
TDF Equipment Restriction
Immersive w/NPC names version
Pastel Map Markers [XB1]
Updated Categorized Favorites Menu Plus
[XB1] Dynamic Camera
Ask The Way! [XB1]
No Pain, No Gain
[Requested] - Tomm Mods Bundle
Just Name It (Horse Edition)
Customizable Combat Configuration
Some of these dont need swf but are pretty small. Just didn't feel like removing them as these are all in my lo
No this is good
All together they could add up to a few mb. The just shields and realistic equipment sre ortty big onnthere own
I got to find it but there's a auto equip unique helmet in combat I saw the other day
I think realistic equipment ae is 15mb on its own
And yeah i saw it too. Idk if it was removed or not tho but if its still up grab it too
Runic Mage Armor - Flesh Replacer 2 (Armor Overlay
https://docs.google.com/document/d/1PzesTTtG-4nVdPFrGsSDYjC8VUbYKI-Yiv1h6YfSv_Y/edit?usp=drivesdk here my whole LO. Needs to be updated with some small additions i havent activated yet cuz was lazy but still
Honestly I'm hyped to play this it's graphically imo perfect it's no pc.with enb but it.do. be close
Dawn with ELFX is better then enb cuz it makes rhe npcs actually see less of you in the darkness when the in game light levels are lowered
Yeah but there's probably a pc.mod that solves that problem.
Prolly
(Skyrim AE) Does anybody know what might cause a CTD when entering the player.additem 0000000F command? I tried it 3 times now 😄
@split crescent tips on organizing load order when it's Hella full and wants to crash eveey 3 seconds this new menu I love it but man we need a hot fix to stop the crashing
Sorry im a bit late to respond.
Load into the game till it says press start, rhen disconnect your xbox from the internet, be it pressing go offline in the network settings or unplugging the cable, then once your offline go to the creations option. It will be grayed out. Press it anyway and it will ask of you wanna organize your load order
Do that. Close and relaunch it after organizing as normal. Load a save or launch a new game. Then reconnect to the internet
Got ya
Can't wait for alternate start mods which just completely dump Starfield's maim questline
I thought if you play through once you don't ||have to play through it again in the new universe||? I'd like to just go ||discover things during the first universe|| to progress though. Waiting for the CK to see if that can be done. I just hope they fix the reset bug on console so my outposts don't break and lock me out of certain outposts.
Do you guys have any idea on how to fix error (CE-10005-6) on PS5
Started to happen when I reached the vampires castle in Skyrim and gave me an error while saving, now the message pops up like 5 times when I load Skyrim until eventually the save loads after I skip the messages
That's a disc error. Are you loading from disc?
This is what PlayStation says: https://www.playstation.com/en-us/support/error-codes/ps5/ce-100005-6/
Is this the error you're getting?
Seems like it but I'm playing on a digital version though
It only happens in Skyrim and when I load the game from the main menu
I'm not sure what to tell you other than to file a ticket with Bethesda. https://help.bethesda.net/#en/home/product/373/skyrimcat/1012
There's one for "not enough disk space" but that isn't the same thing as a disc read error.
Does PS5 have a similar feature as Xbox's Quick Resume?
If it does, you could try disabling the feature and see if it relieves it. But the problem should definitely be brought to the attention of Bethesda Support.
The exact message that pops is
Something went wrong
(CE-10005-6)
Save data...........17/12/2023 10.75MB
Which is the save date that gave me an error for the first time
Maybe another PlayStation player has encountered and received help, but make sure you tell Support about it so they can look into it. If there's not a feature like Quick Resume and it's trying to read from a disc without there being one, they're the only ones that are going to be able to fix that.
But as an FYI - The development team is more than likely on holiday until after the new year so updates aren't going to happen til then. Let support know so it gets on their list to look at.
i do have a quick resume option but I don't think I can disable it on PS5.
I'll send them a ticket and see if they can help me further.
Thank you very much for the attention!👍
I hope they're able to help. And you're welcome, I just happened to be derping around on the internet at the right time. 🙂
It appears as though that no ini edits are working for console since the update, it may not be that the edits from ugh aren’t working but that ini as a whole aren’t working.
I didn't think grass mods were working correctly. If they're all being rolled into one upload, it makes sense though. Extra assets cannot be a thing for PS so the only way to limit might have been to impose on all. I have not tested if it works if you add the ini to the archive though.
I wondered why it was taking too long to load on xbox.... Shortly after did i realise a mod i installed reworked all the ui including the base loading screens lol
We have tested and it does not work inside an archive, have not tested scripted ini edits though
Double check with Skyler and see if he uses setINIBool() for anything with debug menu. You'd be able to do a quick test with that if he has.
OH. Wait. The camera mod. I forget the name. It should be using setINIBool()
That's how it's done on the FO4 side anyway
Dynamic camera? I think might be the name? It should be using setINIBool to manipulate settings like fVanityModeMaxDist, fOverShoulderPosX, etc.
When debugging those INI functions, make sure to test your code with a setting known to accept changes after game start.
https://falloutck.uesp.net/wiki/Initialization_File
These files are normally only loaded once when an application is starting up.
As the name suggests, INI files are intended to be read by the application on startup initialization. Although many INI settings support runtime changes, many dont as they are only read on startup.
existing mods still work fine. it's mods that have had updates since that do not. so those grass density mods still work (that's what i tested on to confirm if ini's still work at all)
it's definitely possible that it needs to be put into an archive, but from mine and Kynkaid's trial and error we weren't able to find a way to make it work. carto has been made aware of it and figured it was more likely an accident than an intended result, so hopefully it's resolved when the patch releases.
Mine didn't get an update though and it's settings mod. But I've had mixed reports on whether or not it's working for people and I don't have a bazillion mods to check it against like everyone else.
Also, what Scrivener said about initialization files.
If people are attempting on same load order or same game, Beth may have updated things in a such a way that adding initialization settings mid game no longer works because it was working if you added at the bottom of the load order after the prologue. But there isn't a reason to download mods after the prologue. The load order is set when you first start the game and run any persistent refs or aliases. ¯_(ツ)_/¯
The main menu might also no longer be reading the last load order read as well. If that's the case, then no. mine's not going to work at all for what it did. No need to keep it up if that's the case.
yeah Ugh. is likely a separate issue of that feature being either removed or replaced, but updating ini's currently is impossible so no way to test it.
Anyone willing to help me sort a 280 + mod load order I'll light pay someone to help cus I'm lazy
I’ll Help
I'll message you tmmr I had a unfortunate mistake and need to compile all the mods and write them out good news is I'll do most of it myself your the second option
Got it
Check dm
This is the Auto Unequip Helmet Outside combat... I will add a menu with options to select more specific situations where the helmet gets equiped/unequiped, but after the holidays 🙂
https://creations.bethesda.net/en/skyrim/details/58578/Unequip_Helmet_Ouside_Combat__UHOC_
I didn't know you were here tommas
hahaha yeah, I Don't write much here, cos it has too many channels, it is hard to keep track on where are things written, or if I am adressed or something xD
You been just pumping out fixed ui mods after this update huh?
Im still banned from the modswell discord
Must of been annoying to deal with
yeah, DaddyMcHugeNuts very kindly shared his source files, so I've been modifying them to work with the new update, and uploading them 🙂
Ive had to make a list of functional ui mods here. If you wanna share it on modswell or other discord servers your in id appreciate it. Would solve a lot of problems but im sure everyone in the modswell discord already knows the functional uis
Since most of them were uploaded by you lol.
yeah, there are various of those lists, there are a few also on SkyrimModingXbox reddit, which is really nice, but the issue is that when people search for those, is cos their game is already broken xD
Yeah i know. Same problem im running into here
Its becoming less problematic as time goes on and more people are aware of it but i still come across those who need a list of working ui mods
I see that you are using my Just Checking xD it is very hard to explain what it does tho, if one is not used to how it works on PC it is hard to see the point of it really, and I am very very bad at explaining things (in any language xD)
Idk how ots hard to explain.
There is a hard limit on esp files.
Going over it causes many issues.
If your lucky you just get half functional mods.
It counts the number of esps you have, any mods over that number are marked esl and have an over 4k limit
So now you know you have room for more mods
I have room for 45 esp mods. Or several thousand esl mods, instead of the 5 i thought i had left because i was unaware how many were marked esl
yeah, that's the thing, esp flagged are imposible to see on xBox, cos they still have the .esp, but they count for the other limit... which it actually worked like that even before the update, except that the 150 limit was for downloaded mods, not for the real skyrim limit... with Just Checking (if placed at the bottom of the load order), it reports it's own position, as it is an esp non flagged, it counts those... I can actually make a separated one and flag it as esl and it will count the esls xD...
The only problem with that mod, which I don't know if I explained correctly, is that once it gets over 254 the count restarts from 0 (cos it would be using the 0 possition, thus breaking everything)
See if you just make sure all this information is on the mod page there shouldn't be any problems. Anyone who doesn't understand it at that point just didn't wanna read it
so basically, if you have 300 mods, and Just Checking reports that you have 6 mods... that means that you are 7 mods over the limit (counting 0 as the first one)
If you feel like it needs to be clearer you can always edit the description
yeah, I think in my patreon I expained it better, I might copy paste that description to the one on Bethesda, but it is also kind of long, so I'm not sure people will actually read it 🤣
I like how it has a double function. Telling you how under thw actual limit you are and telling you how over the limit you are
yeah, that was a happy accident tho xD it was not intended, but it is how Skyrim manages the plugins, so there is no actual way to make it recognize if the count has restarted or not, it just reports it's possition xD
I gotta say tho the screenshot makes it look like its gonna be a scroll or a book
yeah xD I had no idea what to put in there... most of my mods are kind of abstract... and I am very bad at anything image related, I Have no imagination for that kind of stuff xD
Oh I don't know if you are aware of this but its a problem Ive run into lately post update. Having to many mods that add there own config menu seems to be not rendering the text in the descriptions. Like it shows the options still but not the words written in the config boxes above
I'll have to check that... which UI mod are you using?
I don't know if its a ui problem because it only crops up some times. But im using the swf version of
Lemme find it
Sensible Interface
yeah, that's on me, I was trying some new things for the MessageBox and I might have uploaded the test version on my UI mods instead of the correct one
I also use a toms mods bundle mod im just gonna pick appart. It also might be the problem. Two message box mods not playing nice
ohhh yes, if you have tommmods lower, then that is the one you are seeing
I used it pre update because of the 150 limit tho. So when i redid my lo after thebupdate i used all my bundles too
I forgot I added it there too, that might have broken with the update too... I have to check that one
Ive picked apart a few of them thanks to the update removing the 150 cap so ill do the same for this one
Yeah it was just something small thats easy enough to get around by loading in.
The Dialogue menus are behaving weird for me lately. Everything is bugging some times with this update. Idk if its because my dialogue mods need updating or because the replacer i use for the dialogue box just isnt playing nice but isnt 100% broken
I will be slowly updating my smaller mods to be esl flagged too, so there will be no point in TommMods bundle now, as they can be used separated and not count for the limit, but I haven't done it yet xD
Im not blaming you for this. I use a totally separate dialog menu Replacer
But yeah like with Alternate start i cant talk to the statue till i restart my game and load back in. In Riften it takes me a good 2 min after pressing a to talk to some one for the Dialogue menu to show up
oh yeah, I saw that in several posts... it seems to be a general thing (maybe with UI mods, but most if not all of them), I saw that reported with various mods, even with Recon wich only adds the 60fps menus which are basically faster vanilla menus
Oh i forgot. For Sensible Interface.
After it updates to the AE icon for your mod the skyrim logo just vanishes. And instead of scrolling up and down like the old version did, the whole selection thing scrolls while the postition remains the same. So it would be like instead of the curser going down to select another option like the original, the menu moves up and down to the curser
Like when skyrim with ae installed will swap the gray logo for the gold one
yeah 🤣 I had to recreate the main menu from scratch using the vanilla files, and I can't figure out for the life of me how to make it stay put while the selector moves... instead the selector stays and the whole thing moves 🤣
For yours it just makes the skyrim logo you added go poof into the void
Lmao i mean it functions. Just a fun quirk of it i noticed and hope you were aware of
yeah, I tried a few things but nothing worked... I will crack it one of this days, but I'm new into the whole UI thing, so it will take me a while to learn the inner workings of the animations... for now I can change graphjics and add/remove/modify functionality that is written onthe ActionScript, but animations are still a mistery for me xD
Lol. If it was written in CSS or HTML i could help but idk what its written in
its flash... so ActionScript for functionality... and object oriented for the animations... like a folder tree, where you specificy what happens on each frame... oh... aparently I can't paste screenshots on this chat
Flash is dead yet here comes bethesda to keep it alive
xD yeah, I'm using JPEXS to modify it... tried with actual flash... no luck, could not even decompile the thing xD
Oof man
Happy solstice 🙂
Happy Solstice to you too, Enai! I dearly love your mods. 🥂
❤️
Is the xbox version of skyclimb mod?
Requires SKSE, so no.
Last time I saw Flash it was lying by the side of an Arizona highway odiforously decomposing. What happened?
Apparently skyrims menus are flash or a flash variation
I think they actually use Scaleform, but I could be wrong.
You are both correct. The game UI is built on Adobe Flash (rebranded as Adobe Animate) and the ActionScript 2.0 scripting language. AutoDesk Scaleform is a middleware that lets devs integrate a custom Flash/AS implementation into their engine/game that is optimized for games on PC/Console/Mobile/etc. Yea the same company behind AutoCAD and 3DS Max.
Adobe Flash CS6 is the last IDE edition capable of editing the Skyrim UI. Versions after that have had the AS2 functionality gutted.
Flash is a decent tech but its days as a web technology are over. Great for interactive animations though.
Probably dumb but what's the name of the USSEP AE called, been trying to hunt for it but still can't find it
As far as I remember, USEEP for 1.6 is the current release.
I remember finding a mod for specifically the AE mainly cause USSEP covers 4 of the free creation club content and not the rest, honestly I could just be losing it and mixing up my own information haha
That would be the compliment mod.
That's the one! Thank you
Glad to help.
lil question, in the creation kit, how do i make spells i added to vampires only? meaning instead of being learnt through spell tomes they are like the vampire drain spell, automatically added once one is a vampire
I'm not exactly sure what you're attempting, but one way to do it would be to add the spells via hidden perk (that you'd script-inject upon the player on start up) and make sure that the condition is set on them to check the player race if they are a vampire race or vampire beast race. I do not know if there's a single checker for all vampirism or if you have to go through a list of conditions so I would study how the perks on the vampire perk tree are set up.
Someone who works with perks might have a better solution for you.
I saw a lot of mod pages swapping from check race to checking just fir the vampire tag addon to keep Compatibility with mods that change vampire race
This information prolly wont help but it is something I have noticed when it comes to making changes to the vampire race and keeping it compatible with other mods at least according to the mod pages
Some of the perk entries run various stages of the vampire dialogue quest. Might be able to check for getStageDone but I've never studied how that stuff is set up.
I don't know if the max perk limit has been expanded with SSE so adding a perk to the player to push a magic effect may not be the best solution anyway.
are there any mods that pay off your bounty to the crimson pirate fleet ?
You can pay it at any bounty terminal
yes the problem is that my bounty is about 759k credits and I dont have nearly enough to afford that 😛
player.paycrimegold 0 0 00010B30
😃
where do I insert that information then ?
@slim kettle ?
Into the console
ah I see, 👍 youvv made my day
i really badly needed that tip 👍
@slim kettle thanks again and merry christmas
Good evening everyone,
I have question concerning GDB'S Elden Beast.
Does anyone know why GDB'S Elden Beast is no longer available and listed as : "moderated" ??
The mod somehow violated Bethesda's ToS for mods. Instead of deleting the mod pages now they are flagged as "moderated". They will not discuss moderation.
Weird since the gdb series is ported by three people who dont break tos like ever
🤷🏼♂️
So kinda surprising it got taken down. There other mod series are still up and available and most everything is shaired between them. Even other skysa ports.
is it the dragon texture because it wasnt undercases
It has not been taken down. It was in my LO before being moderated, so I am still able to download it and use it in a new LO. I just built a new one, no issue to get it. On the opposite, Skyrim particle overhaul has been removed and I can't get it back (disappeared from my library). Coldsun's pantheon is also moderated in its initial release, while the version uploaded after the big bang is not. I wonder if this is not due to someone clicking the report button ???
Hey, anybody can help with New Vegas mods not loading? Most of them are but a few of them arent, such as the mod configuration menu and custom names
If it's gone then most likely whomever posted it took it down. All I've figured out so far is that moderated mods don't come up in search and one of the follow options is missing. I honestly forget if it's Library or Bookmark. Maybe it means the mod is under review and the poster has a chance to change it before it's removed?
The mod has not been deleted, it is visible on the Bethesda website, but does not appear in the in-game creation menu.
https://creations.bethesda.net/fr/skyrim/details/8352/GDB_S__Elden_Beast_Edition
If you're talking about the Brazilian version, no. It's just a translation patch that requires you to have the original mod before.
Toto was talking about Skyrim Particle Overhaul being removed.
Is there a mod for crafting armor inspired by the Vikings series ?
Any workarounds for the mod manager cap on xb x? Old go-to mod is outdated and I can only view mods that start with ‘A’ in any given category 😃😃😃😃😃
Sorry to be captian obvious but the easiest way around it is to use Bethesda.net
Hello I was wondering if anyone can help me with getting into Fallout 4 modding on my pc
I just built my pc
Okay I'm having a bit of a trouble with trying to get Lux to run on my Xbox and it says I need Via and Orbis as well. Can anyone explain to me how to put this in my load order cuz I want to use this with Northern Roads and JK Skyrim. And what other mods do I need for this to work? if y'all need to show your load orders that would be greatly appreciated or give me some type of examples because I really don't know where to put all of this and I've been searching everywhere on the internet
all i will say is.. good luck. Unless you can find combo patches for that stuff you are in for a ride as lux/lux orbis needs quite a few patches by itself and Northern Roads is incredibly incompatible with stuff
I decide to opt out of Northern Roads and JK's Skyrim with an alternative of Lux via since it has its own bridges. And I went with riton. I couldn't get into Dragonsreach since I was encountering the black screen glitch. So pretty much less patches for me to put into my load order and I actually got it running right now, it looks pretty good just really dark so I'm having to use wearable lanterns and or torches
When will mods be avalible for starfield on xbox?
Next year, and then however long it takes for modders to import/get verifiedmods to bethnet.
If you are looking into mod creation check this site out: https://wiki.bethesda.net/wiki/creationkit/Skyrim/Category/Tutorials/
If you are looking for tutorials on Mod Managers, look up your mod manager of choice on YouTube. There is a plethora of information out there.
Are you creating or playing?
Playing: Are you familiar with load order? Are you on Game Pass or Steam? You can download mods from in-game from the Mods menu familiarize yourself with modding, and learn how to manually manage mods there, then use mods from Nexus. Third party managers are only necessary if you are expecting to download a lot of mods with loose files or if you want to pay for downloads from Nexus.
Creating: check https://CreationKit.com You will need the Steam version of the game and a linked Bethesda-Steam account.
what do you mean by third party managers are only necessarry if you want to pay for downloads from nexus? (also id argue that managing mods from the get go is far easier with a dedicated mod managwr and using the in game menu is a far worse learning experience but that may just be me)
Thanks bethesda for breaking mods on xbox. I can't even play more than 10 mins without the game crashing 🙂
what mods are you using? there might be some that are “dirty” or broken by the update
I was using Skyland AIO Divine Cities, Villages, and Lanturns. SMIM, The unofficial AE patch, Populated Towns and villages, Immersive citizens, Vanilla weapon overhaul, Vanilla Armor overhaul, and Wildcat combat. Those were the only major mods I had installed. Once I got to whiterun after getting the dragonstone tablet the game constantly kept freezing. I even tried to download performance mods to see if that would help but nothing did. The only fix I found was deleting the game.
you honestly might want to start a new game
if the issue persists then it’s your current save. if not, slowly disable each mod one by one, restart your game, go back in and check until you find the culprit. tedious but it’s worth a shot man… this update sucks
Before that I tried to get into the game after buying the AE edition and spent 2+ hours finding mods just for the creation menu to break.
yeah, you might have something messing with your ui?
The crash is similar to the one that frequently happens in the crash menu. I think it's the update in general because before the update I was using the 2014 xbox one with 50+ mods and it never crashed.
in the crash menu? sorry i don’t understand what that is 💔
Just playing. I’m trying to get this Nolvus list for my Skyrim and it’s kinda frustrating lmao it says it can’t install bc I have a global instance in ModManager. But I deleted all my instances and the cache. I can’t find “AppData” anywhere in my files lmao so I’m kinda confused why it’s still not working. I just deleted ModManager entirely and hopefully reinstalling Skyrim and trying it again will work
Well I got that problem figured out. Now I’m installing 2090 mods
gonna take mf 30 years
Why can’t I move, none of my controls work
Nexus speeds are slow if you do not pay for it. I manually download at the slower speeds, but I assume if one downloads a lot of mods then one would want the faster speeds and to support the mod authors financially that way.
I don’t promote automated tools. Troubleshooting is nightmarish if you let something else do it and don’t know what’s what. Furthermore, everything downloaded from the Bethesda site is already archived. Easier learning experience to get one used to downloading in load order before going the more advanced route. The ingame manager can also be used to detect mods that were set up incorrectly that can be fixed by resaving in the CK. It can be supplemented with Wrye Bash to quickly sort of the list is too unwieldy.
If you use Vortex everything gets dumped into your data folder, including loose files (if you have a loose file overwrite a basegame script and you’re new and don’t know what’s what, it can be stressful when playing a game is supposed to be fun.)
As far as MO2 is concerned, it isn’t necessary to have another process running in the background if you’re downloading mods that are already packaged or plan to package them yourself.
Wait. Skyrim or FO4? And what in earth do you need all that for? There’s a plugin limit and a BA2/BSA limit for both games. You’ll hit the BA2 limit after about 200+ mods with archives. Check the Buffout 4 Crash logger for more information. There’s a Google doc in the articles section. SoundOFSnow/Poet has a guide to optimizing your load order and condensing your BA2s.
As far as controller, I cannot play FO4 on PC with my setup. I don’t use F4SE and I have dual displays. Even with F4SE, the thumbs don’t work correctly so the player cannot look around. I’m not playing a video game without a controller. I grew up on console and with arcade games.
Have fun.
Need major help guys!
Currently using Skyrim Anniversary Edition (PC-Steam) My mod manager is Vortex, tried using MO2 multiple times with tutorials for quite a long time and couldn’t get my head around it which became stressful.
Anyways the issue I’m having which I’ve tried sorting for HOURS is SSE Engine Fixes. I’ve followed multiple tutorials all saying the same thing and what the description says on the nexus mod page itself yet I can’t get it working.
Mods aren’t showing up, yes I’ve put the 3 mod folders in part 2 that has to be downloaded manually into the steam Skyrim folder. Got part 1 installed correctly too.
It also won’t show the MCM menu which is stressful too as before I downloaded SSE Engine Fixes it did. Everything is up to date SKSE, everything. Yet I can’t find a solution which has caused me to uninstall and reinstall Skyrim multiple times as when I delete them it still doesn’t show the mods
Not sure if this is the right channel to ask but-
Please help me! Thankyou
Wolfpack49 has a list of things you need for SSE Fixes and work arounds for Steam and menu structure changes. They posted on the 19th and bumped it a couple times since people kept posting erroneous info. Read everything by Wolfpack49 and then read it again.
There is a work around that must be added to the toml. Use normal Notepad.
Make sure you have latest version of USSEP as well.
Mods that have not been updated yet, must remain disabled.
Thankyou! Is there a link of sorts for the list? Sorry still new
I am on phone and my phone will not link to Nexus without a big banner on it. It is literally the second post in the comments of SSE Fixes. If you have SSE Fixes, you have the link.
Look at number3 & 6 especially. Many people have skipped that step with the toml file.
Found it, honestly you’re a lifesaver. Can’t thank you enough! Saved me from a lot more stress. Never would have checked there, wish me luck!
Always, always, always check the comments of mod pages and the bug reports. Many mod authors pin information for players in the comments section.
Does anyone have an image of EEE whiterun fully developed? I'm trying to gauge if it'll clip into a part of jks outskirts
Hello I need some help. I’m using this console command to get some archery levels using “player.advskill marksman 2000” and I keep getting this message
“Is CurrentFurnitureOnj>> 0.00
Is CurrentFurnitureOnj>> 0.00”
Mybe asking on thier discord might help the site says they do
I made 6 small nods the ones that I made before the "BIG BANG" i still have in inventory , the ones iI made for PC show in the mod list. the ones for xbox s do not show when I look on my xbox but are in my load order so I wish they would fix it.
Can someone help me with my FNV mods?
Dont ask to ask. Just ask.
Omg I can't post pics
there is a way but im not sure if i can say it or not\
you can post a link to a pick
Hey guys back again, I’ve done all I could with SSE Engine Fixes. I’ve followed WolfPack49 in regards of installing both parts correctly. However it still disabled MCM and things. I did double check if it was actually SSE Engine fixes that’s causing them to disable or something else and it’s definitely it. Kinda given up with it, I may check it out in the future and see if it pay be easier for me to download etc. Any other help on the matter is appreciated. I just don’t know what more I can do ://
may*
What mods are required for it? If you cannot get it to work, start a new game without it and any mods dependent upon it.
Since the addition of the camp weather devices in Fallout 76, my INI settings to turn off God Rays / Fog / Haze have stopped working in the rest of the game space. Does anyone know the new key / value pairs that should be used now?
Unsure if console is available for FO76? If it is, you should be able to get a full list of the settings via saveini command. Unsure if this command counts as a cheat or anything though. **Use with caution. **
I do not know what the name will be saved as or what folder it will save to. The saveini command will list all defaults the game uses (or should). Where ever it saves it to, move the file to a different folder before re-opening Fallout 76 so that it does not damage your game and then give a look for the [Weather] settings, [ImageSpace], and do a search for volumetric lighting. I have no idea how 76's weather system is set up, but for other games, disabling volumetric lighting is weather breaking so use the ini settings for weather with caution.
At a glance at the ini files I have for Game Pass: Fog is located under the weather settings. I'd check in-game and see if they can be manipulated there before doodling with the actual files. You might find a setting in the main menu for things.
The console isn't available in FO76. I'll dig through the Weather and ImageSpace settings to see if anything new shows up. Thank you for answering.
You’re welcome. Sorry I couldn’t help more.
hey uh i just bought skyrim
where exactly is the like workshop button?
damn man thats gotta be the fastet any% speedrun of getting a refund ive ever had
creations is where mods are they merged them together
wait what
yeah too late the refund went through...
lmao
if you ment steamworkshop.... thats only the 32 bit version the one before SE/AE and though still buyable is more or less hidden on steam
if by workshop you ment the mod making tools, its not automatically downloaded with the game and is a separate but free app
(i know you said you got a refund just wanted to provide info)
How is everyone doing today?
Good morning, I hope your day is going well
good new year morning/afternoon everyone 🙂
oh wait, I don't have the mod author role, is there like an auto thingy like the Nexus login thing? or do we have to request it?
oh wait, I got it 🤣
I was about to say lol
Yes, putting the final touches on a new immersive mod 🙂 Best wishes to everyone!
nexus doesnt have modders it is a site where modders post mods there are alot of different sites hosting skyrim mods
I am aware. I mean modders that use the nexus platform
Some modders use beth net exclusively or creations now I suppose.
Some use nexus exclusively.
Some use both.
But there is a distinction between them. (Not necessarily in quality. Just platform they upload on)
The bethesda modding platform however is significantly newer.
When I say nexus modders. I mean the modders that have been around for the last 20 years.
Fixing oblivion, fo3 and Skyrim (which to bethesda's credit are amazing games on there own without mods)
Please remain respectful. Also, it is ok to have opinions, good or bad, but we do not allow bashing.
...Which is, as xking says, a subjective opinion as well. 🙂
of course it is
This is not true, the Verified Creator program mostly lets authors do their thing with some common sense quality checks (such as not forcing players to jump).
Well, I revoke my misinformed statement then. Though I continue to be angered and worry at the direction they are headed with Skyrim and starfield. It pains me to see such a beloved game falter like this.
what did they do to the ck wiki
all my links are broken, it barely functions for fallout modding anymore, trying to search something brought up errors, what the heck
As a mod author I can tell you that Nexus is definitely not mod author friendly. They've become so anti-mod author I became Bethesda exclusive.
i am also a mod author, and i absolutely prefer nexus to beth.net in just about every way lol
Agreed.
to me modding is about the community coming together to learn from each other and build on top of what other people have built. The mods being created now can be created because you stand on the shoulders of 12 years of research and mod development. By making your mods publically available you allow the modding community to grow further and go beyond what is there right now. You give back to the people from whom you have learned so that other people can build on top of your work and knowledge you have gathered.
The nexus way of handeling thid imo is far more suitable for this than what bethesda is doing.
i dont think its anti modding to keep that stuff available as long as authors are aware of it.
The mod authors should have the rights to remove their mod if they want to.
They created it for free. They are not paid for the creation of the mod. They should be allowed to remove it if they wanted to.
i think hiding is enough for that. Considering that nexus sees wabbajack and collections as the entrypoint for modding i understand why they did it this way.
Id prefer it to be able to fully remove but i dont see it as a catastrophic thing.
when you make mods it isnt like that,the way nexus handles it is good for them and mod users but it comes at the expense of authors
how has that reply anything to do with what i said? DP snd free access to mods are by far a better way to give back to the community than allowing a select few authors to paywall and then having users ask authors to patch for paid mods
what difference is a modder being aware of it make other than not hosting on nexus
if you are aware of it and still decide to publish on nexus you knew from the get go that you cant delete. If nexus was sneaky about it it wouldnt be fine because then you didnt have the knowledge ahead of time.
Also i never said you cant just host it somewhere else. I am not saying you got to stick to nexus
i am saying that DP is a better model for giving back to the community while getting money than bethesdas model. Not saying its the best way. I am saying what nexus does is better
yes you dont have to host on nexus,and for some modders creations is a good alternative
DP would be fine if Nexus clearly didn't have plans to remove it. Only older "grandfathered" accounts can still do DP. Now there is a direct donation system where you pay an amount to "gift" the author and Nexus takes an untold % of.
if it pays better why were the mods released as paid creations and not nexus dp mods,it is fairer for mod users though
There is also the fact that under Nexus' new ToS it says that they own rights to your mod. And that they can use any UGC posted to Nexus for "future game development". I'm not going to help someone else make a game so they can profit.
are they getting rid of dp
You can opt in to DP with new mods you make.
for the author sure. For the modding community at large i disagreee. In many ways this is like open source vd closed source.
Unless ofc by creations you mean the non paywalled stuff too. In that case id say, sure itd be good on pc if you could easily manage that with a mod manager.
Opting in means "grandfathered" users can give you DP. Any new user will see the donation option. I know this because Nexus let someone steal my old account and I had to make a new one. So now I see the "new" version of their systems.
That is not how donationpoints work.
Donation Points (shortened to "DP") are the local currency of Nexus Mods that mod authors can accumulate, through unique file page downloads
Ok, don't read what I said and vomit things I already know at me.
This system of donationpoints has been in place since even back in 2018
she posted around the time you posted so probley didnt see your new post
Donation Points are different from me directly donating to a user.
ye last i chrcked there has not been a significant change to dp system. Itd have made the news by now. And for the rest, what vex said
She was replying to the post where I said DP is only for the older accounts. Which yes, would be ones that have been there since 2018. I know, I subbed to Nexus way back in 2012. That account is gone now cause they are bad at user security.
New accounts can still get donationpoints. I made this account in 2023 and can get them.
I at least dont see a clear trajectory in which they want to shut down dp lol
I've heard nothing at all about new users being unable to get DP.
There would be a lot more talk about it in the various modding discords if Nexusmods just blocked DP for new users.
The only thing that does exist for new users is that they need to wait 90 days for their donationpoints due to problems with scams.
That is not about donation points. That is about directly donating money via paypal or similar.
that aint dp though. Dp are accumulated without users having to do jack
That is the only way I can donate. I can't do DP. Because they removed it.
ok so we qre talking specificqlly about trqnsferring dp. Not authors accumulating dp
Even if I click on the "Donation" button I get this;
https://cdn.discordapp.com/attachments/1191658422949654548/1191658988165677086/image.png
uh last i checked you send your points to other users from your wallet.
You dont send it via the mod page because that (afaik always) has been purely a money donation.
click on profile then my wallet and then send points, you can enter the name of the user you want to send to.
see for yourself i guess?
I don't have a wallet option. I can still use links to get to the DP store, which tells me how to "earn" DP, but that just says I should be getting them from premium. Which I don't.
profile dropdown 5th row. Says MyWallet.
right there. Maybe @slim kettle can check though since my account is from 2018
Still exists.
ok yeah thats what i expected 😌 so yes nexus doesnt seem to have a trajectory to remove dp or its utility.
Right, it's just not available on my new account for no reason. Good talk.
frankly i find thst highly doubtful but if you are serious, i am sure you can contact support or talk to picky.
I could probably go and ping picky right away if you want me to. He can probably look into your account
well how recent was the change, and how recently made was your account?
Yes, I'll ask the same people who told me my stolen account wasn't mine anymore to help. That seems wise.
I created this account this past March.
gimme a screenshot of it not existing in your dropdown and i ll ask picky
entirely different case than the account one after all.
just made a brand new account and would ya believe it, it's still there! 
I made 6 small mods about a shield and ring they are in my PC account but were removed from my xbox s
are they uninstalled or moderated you can try and ask beth support to reinstate it,also was the mod released they deleted most mods that were unreleased with the update
I had them in xbox s but my game was not playing smmoth so i reinstalled it then all mods were gong
even the ones that are still in the bethesda.net mod list
when you reinstal the game mods get deleted aswell
you will need to redownload them
Yes but the ones that i had will not download from the dethesda.net mod list. I can down load the ones on the xbox s mod list from bethesda but not the ones at the master list in bethesda
Yo for wyrmstooth, wheres the runed lexicon in krakevisa?
Have you looked here? https://tes-mods.fandom.com/wiki/Krakevisa
Sadly, the wiki page for it on the Unofficial Elder Scrolls Pages has not been updated in over a year, and it is missing most of the information.
I found it! Thanks!
Has Bethesda said when they'll be patching Skyrims? Update? My 300 mod LO on Xbox just alphabetized itself for the second time today.
dont think they have, no
I'm hoping it's this month. I doubt it though 🤞
doubt.
_OK FOLKS I will put up my indie project Steam page on May 1 🙂 _
Nice! Hey Enai, would it be OK for me to make xBox compatible (so, old school messageboxes) configuration menus for your mods? basically translating the current MCMs into the old way?, I know your mods are open permission, but I always prefer to ask anyway just in case xD
Yes, but what is the "old way"? 😮 Sacrifices to the minor SKSE of the mountain?
oh, for xBox
xD cos it is how we used to make them on the old days before SkyUI (or when people was afraid of SkyUI for some weird reason xD)
and good luck with your game, "may the bugs be few and the updates save compatible" 🤣
Will it be early access or full release?
Hi guys, ok so im kinda somewhat new to mod, and I have moved on from console to Pc modding
I’m using vortex,
And I am having a hard time figuring out how I should stop my mods from conflicting
You have a steam page to get wishlists and if you get enough wishlists then it's worth releasing
Like everyone else using Vortex... If you just started and you didn't do much with it yet, I recommend to just start over and use Mod Organizer 2... I'm not saying that Vortex is bad... I'm not SAYING it xD
Why is it disliked so much
Personal tastes; and it has more advanced options.
It isn’t user-friendly and just dumps loose files in the data folder.
For simple plugin sorting, Wrye Bash and in the in-game manager are the easiest to use, but loose file management from files downloaded from modding sites gets complicated.
There hasn’t been anything that is a happy medium between loose file management, no extra processes running in the background, and simple sorting.
@torn fiber what the game name?
Any ideas when we can expect to hear about the mentioned update for creations regarding the allowance of achievements?
None as of today.
I wish we could get a date on when the patch would be. I'm itching to play Skyrim, but can't be doing with watching how low my storage as going, and if I want that mod or not, with the 2x needed memory needed.
I love my brain
i need to know one thing, how do i get my steam saves into the pc game pass version of starfeild?
I use Vortex and love it ,if you have load order conflicts it will tell you it will wave a conflict screen click on the ones having a problem you should see a drop down window with the ones waving problems . you can follow there suggestion or do yours. some times you can see the conflicts by a triangle with arrows just click on a arrow to brake the cycle
I wonder if bethesda will announce any mod related stuff at the all but confirmed developer direct January 14th
Any news on a fix for the mods shuffling and being disabled?
They working on stuff soon but got to remember they are just getting back from Holliday
True
Any updates on a Skyrim patch related to modding will be posted in #modding-news
hello, does anyone have time to help me mod fallout new vegas
In response to Carto's message #verified-creators-discussion message
I think adding the ability to save LOs to Beth.net is kinda a first step to this. As you said it would need some good checks and balances. But having a "one click" way to download someone's LO would be nice. Till then we can just keep sharing LO sheets.
Can we put in futur a "shadow mode" for https://creations.bethesda.net/en/skyrim/featured please? 🙏
Skyrim is unplayable. LO is a mess and I can’t update mods…
I heard it was fixed on the Xbox modding sub
Not enough testing was done. I've experienced the crash / disconnect issue and it not shuffle my mods and or disable them randomly but other times it does.
anyone know how to download older versions of skyrim SE so I can keep using mods since bethesda had to ruin their game
If you are on console you can't. If you are on PC you don't need to. Just use a mod manager.
what's a shadow mode?
night/dark mode ig
why is bethesda preventing you from getting achievments on steam when modding is entire reason people play the game?
The game by default is good and majority have completed playing it in 2013
what is the point of buying creations then or use free mods if you pay to prevent you from getting achievments?
"Separate from fixes, we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content."
From #modding-news
Why is Bethesda not allowing achievements by default with creations and mods instead of making mod creators decide this? If this is the case then entire creations program will fail
Why will anyone pay money to deliberately prevent them from getting achievements? This is like buying a trap
Why should a customer be at the mercy of mod creators?
Their entire games live with mods, most of them need severe bug fixing using mods and till date I haven't seen any bugs being fixed in any of their updates of patches which are fixed by mods. The game still has the dual cast bug, movement slowdown bug
Some people think getting cool new content is worth more than achievements. To a lot of people achievements add no real value.
Also. They have previously stated that they are looking into allowing achievements for Verified Creations.
What about fixing steam integration so we can use engine fixes and get achievements?
You can already re-enable achievements on steam with mods.
I hope by next week they sort out all issues that came with new release. Any reason Bethesda not incorporating USSEP fixes and other fixes to the game?
Who knows.
That plugin is outdated now, only way is get steam fix done so engine fixes can communicate
You can reach out to the mod author about them updating the mod.
Or learn some c++ and figure out how to implement it yourself.
Previously, probably because they wanted to prevent "cheating" them. And then not enough people voiced wanting them til more recently, more should voice that, i agree it should be the opposite. I think you should HAVE to flag to disable achievements if you're making a cheat mod, otherwise leave them enabled
Xbox and Playstation are quite strict on achievements though, so pretty sure that they played a part in enforcing these restrictions.
I doubt it, been there even before mods on console
Meant more in relation to Verified Creations.
But yeah, general modding no achievements has been a thing on steam for a long time.
But you can also just unlock all steam achievements in skyrim with a single mod, and steam does not truly care in the end.
I think you didn't understand what I am saying, engine fixes talks to steam and get the skyrim app ID, usually steam has a steam app textfile in gamefolder, this update removed it and thus engine fixex lost all the ability to talk to steam.
I don't care if they update creations as majority don't care for creations and most prob it's gonna shut down, they will bundle everything together and give us another DLC
they just need to update the game and add steam integration thats all
Good morning, I have a doubt about the new CK, I'm uploading an .esp, just the .esp no .bsa file added (or required) but when I check the uploaded file on the page, It says has an 18MB package added. The .esp file is just 2mb, what is that 18MB package? is safe to delete?
(btw I'm on a clean install, no mods, nothing more.)
Look under Steam\Steamapps\common\Skyrim Special Edition\ExportArchiveRootXB1 and look at the files that were exported. It will list all the Xbox versions of the files that are a part of any archive, including meshes, scripts, and textures.
https://i.imgur.com/yRQKOiU.png
If you're uploading for PC, the name of the archive root will be ExportArchiveRootPC.
https://i.imgur.com/8kk6V2v.png
If it's derping, you may wish to reach out to Bethesda Support.
If you have CK logging enabled, it should log exactly what was in the file.
I don't even have that folder.
https://drive.google.com/file/d/1LDhRcJl-FNfUNPkawxC3BwFoqjwwyziQ/view?usp=drive_link
I should check this one, idk what is being uploaded :/
I'd enable logging and re-up
that is on the CreationKit.ini right?
This is a copy of my [General] settings on the CreationKitCustom.ini
[General]
bAllowMultipleMasterLoads=1
bAllowMultipleEditors=1
bEditorHotLoading=1
bBdkDetailedLocalLogging=1
iEnableLogging=1
bEnableLocalLogging=1
sCreationKitWikiURL=https://wiki.bethesda.net/wiki/creationkit/Skyrim/Main_Page
Make sure it is the custom one and not the normal one. The only time you should ever touch the normal one is if you are using Version Control.
Oh ok, the second then
The logs folder will be found under Steam\Steamapps\common\Skyrim Special Edition\
Support can use the logs to help diagnose any issues, btw.
Thank you! you help me a lot, I'll share my results late.
Glad to help. Happy modding. 🙂
why don't I have a creationkitcustom.ini? all I have is creationkit.ini and creationkitprefs.ini
You have to create it.
i think what you suggested will fix my problem of not being able to open .esms that have multiple masters, but will it allow me to upload them?
how exactly do I do that?
Sec. Let me find the wiki link. Which game are we talking about because the custom above is for Skyrim but if you change the link to the new wiki for FO4, it is the same for FO4.
Skyrim SE
Unfortunately, I cannot find a detailed explanation of the SE on the wiki. It still has 'SkyrimEditorCustom' (which is the one for Skyrim 32bit). You can use the information here under INI custom for more information until I can find a better link for you: https://wiki.bethesda.net/wiki/creationkit/Fallout/Initialization_File/
CreationKitCustom.ini is the file you'll need to create for SE.
okay, is there another way for me to be able to load an ESM with multiple masters? the old CK had the creation kit fixes mod, but the new version won't let me UPLOAD anything while it's active.
it really seems like they broke things for absolutely no reason as far as modding is concerned
That's strange behavior. I haven't attempted to upload a master file. I've uploaded an esl file.
sorry, I meant to say ESP. ESPs with more than one master won't open in the new CK
USSEP is a master and it uploads fine, btw. Arthmoor would not have been able to upload it.
OH. Then you need to set up your CreationKitCustom with the general header for allowing multiple masters
in the game folder under the steamapps common folders for SE right click on the whitespace and create a new text file (make sure you can see your file extensions). Name the file CreationKitCustom.ini (ensure that .txt is NOT the extension). Copypasta the above [General] stuff into the file and save.
can I leave out the line about hotlogging if I don't need to create those?
The only things you actually need are listed in that link above under INI Custom Creation Kit section.
If you want to monitor what the CK is doing as you're doing stuff in it, enable the logging. If you want to be able to click F1 on a STATIC, ACTOR, or other record window and go straight to the wiki page to learn more about that record type, add the wiki URL.
this is a big help, thank you!
with all of the things in the window above, CK has TONS of errors and is taking like 5 minutes to load the ESM in question
if you want to increase CK performance when loading furniture markers (the round bits that are generated by the CK on the fly and have nothing to do with in-game), add this section to your custom ini:
[AI]
bShowFurnitureEntryMarkers=0
bShowFurnitureExitMarkers=0
i just want to load an ESM that has multiple masters, in an efficient manner.
i'll get back to you on this, it's getting late for me! thanks for your help in the meantime, we're on to something
If it helps, my CK looks like this: https://i.imgur.com/TNpwWfB.png
I have the warnings box loaded in the middle so it loads faster and only the initial 4 or 5 pop-ups happen. Only the stuff at the bottom should be relevent. I do wish they had added color-coding like FO4 CK has for actual mod warnings that need to be addressed. It's so useful.
The error messages are for the CC stuff (I have all 74 AE DLC loaded plus USSEP). The only errors for the mod are the backlighting on the dragon meshes because the CK doesn't actually read them.
I wasn’t sure if to ask here or in Starfield, but does anyone know when Creative Club Kit is coming out?
No date
does Plugins.TXT have to be in starfield's appdata? i thought the plugins were in my documents not appdata?
Plugins is app data
ok cool
Wow is Nexus still under a DoS attack? Keep getting a Cloudflair check anytime I go to the site.
I had to switch to MS Edge and then got a nasty ad.
Edge just wants you to support its AI habit.
ugh. ;_;
Same. And sometimes just errors out.
anybody’s skyrim still crashing after opening mod menu?
I haven't had any issues
Sorry if this is a stupid question but I’m just curious as to why Bethesda games require mods to be loaded in a specific order while a lot of other games don’t
Function of the engine. The main file, I'll use Skyrim as an example, Skyrim.esm loads first. Then the update file, Update.esm loads second. This allows the update file to overwrite the main file. Mods can be masters .esm or plugins .esp. Anything lower will always overwrite anything higher. So if you put one mod that makes a change to something above another, you won't see that change.
There are also .esl files but that's where things can get really confusing. They load after masters but before plugins. However they are built as either and often times get easilly lost in your order.
Ty
Some games do not enforce a load order, but this can very easily lead to issues.
If I set another mod as a master in skyrim for example, the game knows that my mod relies on that other mod and may overwrite files in it. Due to that, my mod needs to be loaded after it. This ensures that there aren't any problems during the startup process and that the things I want to overwrite actually get overwritten.
If a game does not enforce a loader, my mod may now ask for things which the game did not load yet. So the game will either error, or stumble around until the other mod is loaded, or the game may just have the other mod overwrite mine.
Neither of those 3 options are good, cause they can lead to crashes, long loading times, or random bugs.
I wish I didn't have the Skyrim itch, because I wanted to mod then play. Tried to mod. So far, had to do 1 restart because of the double mod download, 3 Xbox disconnects, as in the Xbox is on, and my TV is on. But my TV didn't recognise the Xbox input until I restarted it.
Had one auto-shuffle before the restart. Hope the fix is sooner rather than later. 🤞
Ty for the very in depth explanation
Check your HDMI cable and run a NAT test to make sure your connection is holding.
If you’re a smoker, make sure your Xbox interior and fan are clean of the goop that builds up.
Cotton swab and 70% iso alch
Don't smoke, hate that stuff! 🤢
Also, it's only when I played Skyrim. I've been playing SoPFFO when I was on my Christmas holidays (2 wks), and not once did it lose connection with my TV.
Thanks for the tips though, appreciated. 🙂
A good cleaning every 3-6 months is still a good idea. Especially for pets. I have constant cat hair throughout the year and my dog blows her coat twice a year.
It wouldn't be Skyrim though. That's software. Connection to TV is hardware. Electricity is a current and it can gradually cause things to become loose.
Anyone know when mods will make it to console?
Which mods and which game? Console already has Skyrim and FO4.
If you're asking about Starfield, this is all the information we have: #starfield-announcements message
Starfield, completely forgot to specify my bad lmao
Help organizing mods
I have a 280 mod load order (xbox) that I was hoping a pc skyrim modder could download the mods used and run threw loot or your mod organizer/sorter of choice. The current bethesda mod/creations menu crashes causing load orders to shift and makes organization impossible.
Manual sorting is better. And I have not had crashes on Xbox so cannot reproduce the issue. The game supports a maximum of 255 normal plugins, including the base game. The game supports a maximum of 244(ish) texture archives. Having the entirety of AE and your 280 mod list will crash the game because of the archive limit.
Cull your list.
is it only the Texture archives which have that limit? 
The experts running the Skyrim crash logger would have more accurate information than I do. My limited understanding is textures, but this is from reading crash data from FO4.
Not needed tested and working fine I'm at 170 of the 255 cap and far from the texture archive limit I have stuff running checking all that in game
It's actually incredibly stable from the testing I've done.
Then I am confused as to what you needed assistance with in the first place. If it’s running fine, why break it by adding more? That is not logical.
Not adding more but the organization placement order of the mods themselves. Long story short it was sorted perfectly then the glitch happened and mixed everything up and I'm not the best with that kinda thing
Ah I see. There are like three or four (or more) “logical load order” templates floating around the internet that use Google sheets or Google docs. All of them provide places to fill in your load order so you can keep a record of it outside the game. Keeping a record outside the game is highly recommended, especially when the hobby becomes experimenting with load orders rather than playing. You can duplicate a tab with sheets and customize as many load orders you want before downloading. Every load order is as individual as the person who designs it, and one person’s “perfect load order” could contain quirks that another cannot stand.
The template I happen to use is https://bit.ly/LogicalLoadOrder
Docs and sheets is a free service provided by Google. If you’re on phone, there’s even an app to use to make it accessible while you’re in-game instead of running back and forth to PC from your gaming room.
Even if you choose not to use a template, having it backed up to your Google drive in a document is a good idea. Notepad and upload to your drive.
try go offline
⁹@grizzled torrent I do that lol more less I was looking for someone to do a second pass over the load order looking for redundancies, misplaced mods or missing patches / alternative mods
Ok. I’m really confused. If it was working and stable before and you have everything written down, simply reorder using what you have written down. As you’ve no doubt noticed, changing the load order in the middle of your game is not a good idea and requires a new character if any changes are made. Adding, removing, and re-sorting changes the load order and destabilizes the integrity of the save.
If you post a link to your load order in the Skyrim mods forum below or the Skyrim mods chat below, someone might be able to spot mods that aren’t necessary but you must have the understanding that mods must be treated like DLC and you cannot remove/change the load order and continue on the same character. The engine does not support it. The in-game manager appears to be reinforcing this.
No one can help if you don’t post the load order.
It's not written down lol
Ok. Well, have a nice day.
Hey can anyone at @fickle fern or in @fickle fern_Game_Studios answer a question about the upcoming release of Creations? This time around you going to update the binaries when you add more creations stuff or you guys decide to go with something less intrusive to the playerbase like a downloaded manifest? Wondering when you go back and dump creations into your back catalog trying to monetize modders for the third time if it's gonna break out script extenders every time like you guys have been notoriously bad about for years?
Sorry @beth apparently I can't say "@fickle fern" in here?
Well you aren't supposed to ping the mods or Bethesda employees unless it's an "emergency". Plus Beth is the only atBeth in the server.
Poor Beth
They've been pinged a few times since I joined. I feel like they have this server muted.
People are bad at reading rules
Creations asre not being handled like cretion club content. Creation Club content was folded into actual data files that required an update to make available. Creations will not have this requirement. They also will be available for purchase/download once submitted by the respective creators. So there won't be waves of content releases like before. a verified creator completes their mod, deploys it, and just like any other mod, we can just download it. So yeah. They've gone for a non-intrusive way of deploying creations.
Well that's good thanks @late mortar - what I wanted to know. As far as the whole not reading the rules/shouldn't ping them - well... Only reason I joined this discord was because they kept saying "we'd like your feedback to make starfield better, etc" - but then I get here and the server is on permanent slow mode and one place you COULD make suggestions that might help BGS out, you're not supposed to. So where should we submit that feedback they keep saying they want, or was that a bs request that's a PR move?
We do not have a channel for feedback for starfield. If you have suggestions or ideas, you should put in a feedback report here: https://help.bethesda.net/#en/home/product/1218/category/287 so it goes directly to the developers.
Ok thanks @onyx pecan
Can we hope for an additional 5 GB increase for mods !?
hi i have downgraded my game after reinstalling it and skse to 1.6.640 however when trying to launchh skyrim it loads the launcher then turns black and instantly crashes. if launching the game with skse it says it cannot find SKYRIM.SE any ideas
Does it says skyrim.se or skyrimse.exe?
ill check for you now
my apologies it is skyrim.se.exe
That will help, though I wouldn't mind more tbh 😅
Is this going to be the last update for skyrim?
Any fellow xbox modders wanna help me sort out and write down my massive 290 mods load order for reddit
I wouldn't have thought so, considering they said in that message, some issues. Not all of them, which leads me to believe they're sorting out the most important issues first.
welp looks like I'll have to wait another month or before playing I guess. Thanks for the heads up.
New update is promising
Any news on whether we'll be getting an update to the game/CK to fix the version compatability issues introduced?
All the new CK updates are fantastic, but .esps made in the updated CK being unusable in older versions of Skyrim is keeping some of the bigger projects from being able to use the updated CK
That would probably mean removing all the stuff they added, so no.
Plus Bethesda is aware that people using older versions of the game are typically pirating it. So, yet another reason for them not to.
I hope we get the notes soon
It be nice to get them early so modders can make preparations
You've given 3 different list numbers, 280, 170, and 290. Which is it? No one has access to your account. Only you can write things down. I gave you a link to a template used for sorting mods on console the other day.
300 now and finished lol I got someone helping going from the top down and I'm going bottom up will be a day or 2 but will be amazing
Why the cus I wanna call the load order The 300
Good to hear that your 300 plugin load order is being resolved. Hopefully your 326 plugin load order will be more optimized by then. If not, hopefully somebody will be able to assist further with your 437 plugin load order. Best of luck.
Would anyone be able to help me with this issue? I’m getting increasingly annoyed trying to figure it out. https://www.reddit.com/r/SkyrimModsXbox/s/2nrZSmWSfK
No I'm done lol 300 is enough it was a struggle to get past 283
Does anyone know if we are getting more modder's resources from Bethesda?
For which game?
And no, they haven't announced any more resources for modding yet.
Skyrim, because I don't have or have interest in FO4 also ok
Hopefully when they release the official Blender plugin it could come with more.
I loved the resources and as a PS4 modder, it helps a lot. I really hope we get more.
I want more Snow Elf or Ayleid ruin assets, also more generic materials and stuff
The burlap textures, I'm planning on making burlap armor with.
Comes with multiple variations, specifically colors.
If we're making a wishlist for PS4, I cannot find a default script that will enable a map marker without having to create an external asset. I'm probably overlooking it, but just in case... >_>
For Xbox: what grass/tree/LOD mod would you guys recommend to go with Skyland AIO?
Use Backported Extended ESL Support mod
I usually use Verdant with Skyland. For trees, I don't know. Haven't seen any that "clash". I don't bother with LOD cause it's typically a waste of space on Xbox.
I think the script exists by default, it's just hard to find
Skyrim has defaultAddMapMarkerOnCloseBookNotAlias (as OnEquipped() and OnActivate()). I'm not sure actually works as intended, and it isn't on the reference alias, it is on the book itself without a sanity a check, which is problematic. And everything else I looked at doesn't call IsMapMarkerVisible() except DLCSV02MapScript. That one is checking for stages to be complete and sets a stage onContainerChanged(), which is problematic if your quest isn't set up for those specific quest stages and so doesn't work if you're reading multiple books/notes to push the quest along.
A quest mod might need a default script with an onRead() with a sanity check for IsMapMarkerVisible() and then be able to update the log with either OnRead() or OnContainerChanged(). ContainerChanged probably is more logical in case you want to have an optional objective to tell the player to read the book. I think there's one for OnRead to set objective/complete objective but I can't remember and isn't part of the current search. (That might also be useful to have if it isn't available.) The current quest I'm attempting has 3 scripts attached to the reference aliases because I haven't been able to find an all-in-one that does things.
Example: Something of a treasure hunt/scavenger hunt: find book A which gives you a new recipe (sets a global) and a clue for finding a thing in a separate zone (updates the journal, updates the objectives, and unlocks the map marker). Find book B with next clue, etc.
FO4 has CambridgeNewsieNoteScript which has the necessary sanity check but doesn't advance stages. It is sufficient, but it isn't really "default" and doesn't set a stage for logging anything in the journal, and it isn't on a reference alias and doesn't set a global. OnReadAddToMap has no sanity check if the marker is visible and therefore isn't sufficient for use. There's also REPostman_OnReadAddMultipleToMap but also doesn't have a sanity check and isn't default. It's intended to be reused with the Story Manager. I haven't really looked for OnContainerChange() to advance the quest. FO4 can have dialogue for PS4 without external files so a topic info script would work as long as it isn't a fragment, since that is external. (I haven't looked if there is one, I'm just saying it should work if it's available.)
But anyway, yeah. Wish list. lol
Ah
When is the patch supposed to drop?
They haven't given a date or time yet. I don't think they even fully know if it will be this week, I think they're hoping they can drop a patch this week
Ah
Hey, I'm newish here and I'm looking into modding Starfield when the creation kit comes out. That being said, I'd like to get a little practice in/get notes so I'll be ready. I've made a few replacer mods for Skyrim, OG and AE. I want to be able to add more in depth stuff when I get started on Starfield though. I'm a little lost on Papyrus Scripting as of now. I was planning on making a mod that adds barbers to Skyrim but was unsure if I needed an external program to edit .swf files, such as chargen. Like I said, I want to add a barber that is cheaper than going to the Ratway and plus only has options for hair. I'm unsure if in the Creation Kit I can even see the Papyrus Script or not and edit it there. I also don't want to cut things out and random to see what works or not if someone could point me in the right direction.
Yes you need extra tools to edit swf files.
There are a lot of tools online to do so. For example Jpexs decompiler.
Okay, thanks for the resource. I've seen a tutorial for adding my own menus but haven't seen much in the way of editing existing ones. One it be safer to have as a base an existing one that I can remove options from or make my own?
I have never made a new menu or edited any. So idk.
I did use Jpexs's to look into some data related to starfield swf files though.
But never actually edited stuff.
It would be neat to look around there and see what I can find. I kind of want to practice a bit with Skyrim though first.
So basically the limited race menu, but even more limited to just hair. Vanilla use of limited race menu https://en.uesp.net/wiki/Skyrim:Galathil
Indeed, I'd make a barber in every major city that costs like 25gp for a haircut
Editing the menus is going to be super hard. You will NOT be able to just copy the vanilla menu to make your own. And writing your own from scratch would end up requiring you to write xSE plugins to provide data to the menu.
Wouldn't it be possible to tie the race menu to a dialogue? It would be the same as the face sculptor, but a lot less work. Otherwise xSE plugin is probably the way to go.
He doesnt just want the entire race menu. He wants a version of the race menu that only lets you edit hair.
Otherwise yea. We can already open the race menu with script.
Anyone here a modder?
I got that, just don't see a "quick and dirty" way to do it without making your own menu. Like forcing it to open the race menu to the hair selection and locking you out of the rest of the menu. xSE would be a lot better.
*ahem * I would like to speak to a modder
Asking to ask only wastes time. Ask your question please
Ok, well I have a mod request.
Seeing as this is a chat room, it might be better to make a post in the forums area of whichever game you are requesting a mod for. 🙂
I did. I was redirected here
Which game? I don’t see a post in any of the forums.
I don't see one. Here are the forums: #1067467528353370152
Well that wasn't on my channel list
Discord updated and did a derp to a lot of things. I had to go through a community server where I'm on staff and add myself back to channels after the last update. -.-
Yeah well I put it the forums
you should post the request
I did
They did. It's in the forums, alaan.
Still no announcement of an increase in storage space for 5Gb mods 😩
Because it will never happen.
Also, nothing addressing the double the space needed to download the mod issue. Can someone confirm if this is fixed when the update happens? 🤦
File size now properly displays after updating a Creation.
Bethesda give us more textures ahh
Give us weapons and armor resources please
I cannot stress this enough because if PS4 can't have custom assets at least give us official armor and weapon resources to work with and new textures so Sony can't say anything
Also I hope the Steam version update drops sometime soon because being the last one to wait is annoying
They said they wanted to delay it a little so they could get another fix into it. All the better if you ask me.
Understandable, I just want more assets to work with in the weapons and armor department. I kinda want accessories for our characters as well, like sashes, pauldrons, and scarves.
I'm afraid of it and it's most regrettable when we see that the mods are starting to weigh more and more heavily
Exactly this. This is the reason why it is one of perfect times to push Bethesda to do it, before it becomes too late again. 😑
I think that this fix is the borked steam integration
And nothing on achievements also, sigh. Zero incentive to use creations for now, much on the contrary
Hi will the new patch change the Skyrim version?
Yes, any new patch changes EXE version even if it does UI changes and no actual EXE changes.
new patch did not fix arguably the most annoying issue, downloads requiring double the desired mod's storage to download.
so something that is 10mb, you need 20mb to install it (and so on with bigger/smaller mods). after that the space can be used, but under the same conditions as before so the more you have, the less freedom to download you actually have.
was rly hoping this of all things would be fixed 
😥
Indeed a very disturbing issue.
fr. sucks that the biggest issue i've seen people talking about is the one they didn't fix. perhaps they weren't aware of it though 🤷🏻♀️
seen some claiming (incorrectly) that it's a result of ghost space, which would definitely muddy the water in regards to what is/isn't a known issue with this update.
i wish we could react to messages because that 100% needs to be noticed
Agreed! 
could always tag Carto to make sure he sees it 
wouldn't that just cause the mods to redirect us to support 🥲
i sent a dm to Cartogriffi regarding this issue.
lmao
Does anyone have access to the creation page ?
oh my god that’s incredibly annoying
agree with bnet user, wish i could react
Sooo what happened with steam being delayed? It was always supposed to be just an hour?
solid question
update already happened 2 hours ago https://steamdb.info/app/489830/depots/
@barren ice Cartogriffi has asked for specific mods to recreate tre problem.
Are they ever going to fix the broken ui or do we really got to delete everything 😭😭
just use an updated ui mod if you're on console
Everyone facing the issue of a mod requiring double the space to be downloaded please write them down here!
well it applies to any and every mod, so i don't see why.
Ok. I tried to install Flagrantly Plagerised Graphics Overhaul (800+MB) with 1.29GB space left.. This was done on a freshly wiped reserve space LO. Will happen with any mod that you don't have double the available space left.
ill spread the word then
Mods require double the space to download, confirmed
Yee
oh mods with the WiP flag are still inaccessible in the in-game menu too
Are you bookmarking these on the website, and not seeing them in-game?
yeah. no way to access the WiP Tag in-game either.
Skyland and fantasia and the unofficial Skyrim patch have all gave me the issue saying I had no space when I had more than enough space to download them all
I know it’s not the mod authors problem it’s the update to the mod page that messed it up
Hey guys i got a question, so I have in my load order the Unofficial Survival Mode patch from Garthand which i'm using from before fixes for Survival Mode/S&S/Fishing were introduced into USSEP and also now Garthand has made all his creation club patches into a single file, so would it be safe to uninstall this Unofficial Survival Mode patch since the fixes are already present on the USSEP or should i leave the file there?
btw, i wonder if it would be possible for beth to bring back searches with description keywords?
searching by title is nice but it would be nicer to have the description keyword option too or at least adding a tag option under description to enable certain keywords?
Yes Bethesda please revert this double space download requirement. It wasn't required before, why is it necessary now?
They didn't fix that?! FFS
Specific mods? This is easy to recreate. Fill up a LO to 3.5 Gs. Then try to download Skyland AIO, which is about 1 G. You will not be able to because you will only have 1.5 Gs free instead of 2. It will fail.
If you wish to change out mods and thus change your load order, create a new character for your new load order. It is not safe to uninstall mods and continue on the same save. Here's a list of dangerous modding dogmas that have misinformed players throughout the years. https://moddinglinked.com/dogmas.html
See specifically the information regarding Installing and Removing Plugins.
Submit what you need to their Feedback form. The chat here rolls too fast.
Where is it?
https://help.bethesda.net/#en/home Choose the game you need and look for the Feedback. Choose the category that is most applicable to what you are needing.
I'm sorry. "Creations" is the category you're looking for now. I keep forgetting that is a separate category.
What do I do at "Describe your feedback in detail"
bro what did the new update even do?
I still have the same layout and still stuck with a visal glitch mod space
Bug fixes
yeah they forgot to add the fixes
I thought they did? In the Creation Kit, look for ID's starting with 'RP_'.
Unless you meant something else?
I want more resources, like weapons and armor, like generic weapons and armor never before seen in Skyrim (Or possibly any ES game) and maybe some tantos like in Morrowind, and stuff like scarves, pauldrons, and sashes as resources, like some accessories for your character to enhance your builds or just for fashion, I mostly want sashes though
Because I can't edit the Vigil Enforcer sashed cuirass nif to single out the sash and upload to PS4 (That's my main audience) Because singling out the sash in the CK just makes your character's body invisible
I also want more generic colors and material textures
It would be nice to have some new models and stuff to work with that isn't just a static object
It would evade Sony's custom asset gripes because it's Bethesda made assets and not a modder's custom made assets
Can we go back to using older hud mods like Skyhud on Xbox? Without it breaking that is
Wanted to voice here by excitement for the potential of the new Paid creations not affecting achievements 😁
I wish there was more benefit to the paid stuff not taking up mod slots or space honestly
So my load order just rearranged itself after the update
I like the look of the Paid mods and would be willing to buy them if it didn't disable achievements 👍👍👍
To each their own. If the content is worth it to you I would go for it. I believe in supporting mod authors. I just don’t see the benefit compared to the amazing free mods out there
A verified achievement friendly creation could probably be consider almost conanical. That's a huge benefit and worth. You can't necessarily get that from a free mod
I think that if they went through the process of having people make entirely new player gear, from 3D sculpt to implementing, they would more than likely charge for it rather than release it in a resource pack.
As for the smaller things such as recolors, sashes edited out from the Vigil Enforcer set, and such, I'm not sure what to say. Those are more reasonable in my opinion, but I think requesting assets can become a never ending spiral with no end in sight. Nobody can please everyone, and there are no doubt many others with asset requests of their own. They can add all the things they want, completely new or modified, but things would never be fully satisfied. I understand the frustration for PlayStation users though. It's a problem with no easy solution.
I don’t really play this for the achievements or any game really. I am odd in that I just don’t see the appeal of a game achievement
Bethesda didn't fix 2x space requirements to download a mod, what took them 1.5 month to release patch on Xbox
@real sphinx
is Bethesda aware that:
A. people with hundreds of mods can only update the newest ones, because the CK interface doesn't show the older ones?
B. all .ini mods are broken for Xbox, and we have no idea how to fix them?
Also why are there duplicates of some mods on the creation screen? Those were there before and after this patch
Yes.. Carto is aware of the ini and CK uploads window issue. Last we heard (today) it's still being looked into.
JediPadawan, Carto is also aware of the double space issue. We think they didn't know about that problem until today
thank you as always.

🤦♂️
Hope we get it fixed soon. Thanks for info
Game crashes when leaving the mod menu with a large number of mods installed. Boots up fine afterwards. On Xbox
I left feedback for Bethesda last night about adding more modder's resources
I hope they saw it
I'm sure they'll see it
What does the new CalandarDay script do?
For Skyrim? This is the general channel so it helps to say which game.
Does anyone know when racemenu or fuzrodoh a silent voice is gonna get updated for Skyrim 🙂
On PC btw I'm still new to the mod scene lol
My question from the https://discord.com/channels/784542837596225567/784549202926895135 channel still stands. Is anyone maintaining Race Menu? If no one is updating it then it wont be updated.
There is people still maintaining it it was updated this December with the last update lol
Sadly nothing we can do but wait lol just wish mod creators got to have more than update when a new patch for the game is released so they're in box doesn't get spammed lol
Skyrim
Humm, I can't find anything about that script in the wikis. Hopefully someone here knows more.
They just added the script last night, so I don't know who would know
Race Menu is being mantained, you'll have to wait at least a couple days to a week+ for the update to arrive
Here's the output I got from champollion
ScriptName RPDefault_CalendarDayEnablerScript Extends ObjectReference
{ A default script to enable a marker on a specific day of the year. Marker is disabled on all other days. }
;-- Variables ---------------------------------------
;-- Properties --------------------------------------
Int Property EnableDay Auto
{ Day for the marker to enable on. }
ObjectReference Property EnableMarker Auto
{ Marker to enable. }
Int Property EnableMonth Auto
{ Month for the marker to enable in. }
GlobalVariable Property GameDay Auto
{ Auto-Fill }
GlobalVariable Property GameMonth Auto
{ Auto-Fill }
;-- Functions ---------------------------------------
; Skipped compiler generated GetState
; Skipped compiler generated GotoState
Event OnLoad()
If GameMonth.GetValueInt() == EnableMonth && GameDay.GetValueInt() == EnableDay ; #DEBUG_LINE_NO:22
EnableMarker.EnableNoWait(False) ; #DEBUG_LINE_NO:23
Else
EnableMarker.DisableNoWait(False) ; #DEBUG_LINE_NO:25
EndIf
EndEvent
seems like the sort of thing you'd use for stuff like the christmas and halloween decorations in diamond city in fallout 4
Would I be able to use this for a quest?
no, it's something you'd use on a placed object reference
it's a resourcepack script addition, so it's mostly to let ps4 modders do some extra things
like i said, a good example in a similar game is the halloween/christmas decorations diamond city has in fallout 4
As a PS4 modder myself, I am thankful for this script, but as someone who started making mods early last year and don't know how to use scripts yet, it will take a while for me to figure out. NPCs are considered objects, right?
yeah
Then I could use this script to set up a merchant that sells some special things I guess at a certain time of year I think
the merchant would really only exist during that day in the year, and im not sure how robust custom npcs are modding for the ps4, but it sounds feasible to me
The only problem you face is the dark face glitch unless you copied the facegen of another NPC
how does dialogue work? i dont know if it's possible to directly use generic lines from other npcs
You can use generic dialogue from other NPCs, but I don't know how to do that as of now. A fellow modder assisted me with a quest mod for PS4 and they also don't know how to do that. The NPC I made for the quest is just like, "What do you need?"
mhm
Speaking of PS4, I'm making Skyrim SE PS4/5's first ever new land mod, however I need a team
It's very much possible, I know it is, because you can do CC style quests, retexture items, have it's own map but without LOD, and everything else that's needed for this
I made an island player home mod, to test out map markers in a custom worldspace and they work
I'm just gonna warn you, it might be possible, but it will be incredibly jank.
LOD in particular is something you need if you arent going to be covering it up with playstation 1 era amounts of fog
I handle items and retextures, however I need some landscaping done, and I am not good at landscaping or town design also dungeon and general interior design, quest making, and navmeshing (I seem to not get it right). I can make interior cells, but nothing overly complex.
Also, I can go without the LOD and reserve that for the PC port, of course the PC port will require a lot of extra effort to make.
But my main audience is PS4
If you by chance know anyone who'd like to join the Snowfall Harbor team, or if you want to participate yourself, do let me know.
At first glance it appears that RPDefault_CalendarDayEnablerScript is used for fairly minor purposes, but I think it could be used more generally. For example, setting the global variable DragonsReturned to a property should allow you to place enemies or objects that are only enabled after dragons can spawn in the world. (To enable an initially disabled marker and enable all children of the enable parent marker.) When using only one condition, set each pair of properties to the same value. Alternatively, it is also available for custom global variables and RPDefault_SetGlobalOnActivate is available to set the global value.
Ah
Hello, the above is the error the CK gives me as soon as I try to upload a specific mod on bethesda.net for Xbox, which then crashes. I am using CK platform extended, that is a mod to unofficially fix some CK bugs, but the CK was crashing even before installing it, while doing the very same operations. I know I'll file a ticket, but I was wondering if anyone has ever faced such a thing. I didn't find any dump or detailed log.
I was able to upload/update the very same mod before the CK update that was released in December. I guess the error was the very same even before I installed CK platform extended, and the latter is now showing the error rather than hiding it.
Now, there is to say that I do get some warnings about meshes and textures while trying to upload the mod, but it looks like those warnings were there even before the CK update.
To enable logging, you have to add the setting to CreationKitCustom.ini to enable it.
Add the following under [General]
iEnableLogging=1
bEnableLocalLogging=1
bBdkDetailedLocalLogging=1```
note: Bdk info will have your computer info in it. Only share that information with Bethesda Support. You could accidentally doxx yourself if you share it on Discord or other sites. You'll find all logs under the Skyrim Special Edition folder under Steamapps\Common.
The above also works for the FO4 CK.
Wil try that, then report to Bethesda support. Thanks a lot!
You're welcome. I hope your issue is able to be resolved
As a newbie to modding Skyrim, is there any way to check what’s causing a CTD?
There's a fork of Buffout 4 for Skyrim: https://www.nexusmods.com/skyrimspecialedition/mods/106440
Fixed link. Apologies.
In case Starfield players want to test out the new boss: 😄 ❤️
https://www.nexusmods.com/starfield/mods/8175
eEEek!
Looks awesome. 🙂
Thank you! ❤️
@grizzled torrent hi, thanks for the help yesterday. I opened a ticket and was told it is most likely a windows permissions issue. I'll most likely proceed by reinstalling Skyrim and the CK in a new directory.
Yet, I just noticed that the CK says that the esp I want to upload is not ESL capable..and xedit says there are about 55k records within it. Could this be an issue making the CK crash when I attempt to complete the creation upload process?
Any news about expanding the modding upload limit?
If there was it would be posted in; https://discord.com/channels/784542837596225567/844670931539591185
Hey all, is there any documentation on how to use the RoboVoice feature included in the latest Skyrim CK version? I was hoping to batch generate some lines but I'm not seeing much info on how to use this thing beyond what was in the patch notes. 😅
guessing he was more asking about if anyone has found the ini tweak.
Glad you got some answers. If support did not specify to you: Make sure Steam itself is installed outside Program Files.
ESLs will only hold ~4k records. The plugin must either be esp or esm and cannot be flagged as esl. Make sure in xEdit, it does not have that flag and do not check the box for ESL (Hopefully it does not show up if it is over 4k records) .
This is all I can find on the Wiki: https://wiki.bethesda.net/wiki/creationkit/Skyrim/How_to_generate_voice_files_by_batch/
My assumption is that you would need to batch through the new CK instead of CK32.
Unfortunately that tutorial is about generating lip files for existing recordings and converting to fuz, I need to see how to generate new recordings using robovoice.
Do any of the params listed (besides GenerateLips) work on the new CK?
I don't have a voiced quest built in the new CK to try.
-GenerateSingleLip does work, though that is the only param outside of -GenerateLips for the CK listed.
I would guess that if the Fallout 4 method of generating RoboVoice in batch was known that may work here, however I've found no documentation on that either. And of course I could be wrong, the two robovoice systems do seem to have some differences.
Awesome, let me check tomorrow. Thank you!
I’d make a backup and try the FO4 way. Won’t hurt to try.
There should be instructions on the wiki
Problem is I'm not finding info on how it works for Fallout 4 either sadly. No info on the wiki I can find. Now Fallout 4 does have a CK option to do so with the CK open, but Skyrim lacks that button from what I'm seeing. There also is not a batch option for either game available with the CK open that I can find. Which leaves a param of some kind, but I've no clue what that could be. Or perhaps you can't generate in batch for Skyrim at least, but that seems like it'd really limit the use of robovoice.
Have you tried exporting your dialogue and dropping the txt file on the RoboVoicer.exe app?
It has a command line -t. It gives the warning you didn't give it any text when you click on it. The LipFuzer has a list of command lines but it looks like Bethesda forgot to include the command lines with the RoboVoicer.
Hmm, no I haven't yet. Only tried to run it with the -t parameter which just resulted in it speaking my input at me lol.
-ExportDialogue is the batch export command line for the CK
CreationKit.exe -ExportDialogue:myMod.esm I do not use the command enough to know the additional parameters, however.
For FO4, kinggath might have made a video of it and it could be the same parameters.
No dice I'm afraid. Dropping the exported text onto the exe gives the same prompt as clicking on it. And as before specifying the file with that paremeter just results in RoboVoicer.exe speaking that text.
What about RoboVoicer mymod.esm mycharacterdialgoue.txt -t ?
Barring that, what about dropping the esp on it?
I made a Skyrim mod that removes paid mods from the mod store
(PC only) also fuck Bethesda for the update
Aren't there already 10 other mods that do the same?
Probably
I periodically have to help some user who can't figure out how to download my mods from Bethesda only to discover they installed a mod blocking Creation Club and the Mods menu years before that they'd already forgotten about because it was just that unimportant an issue after all.
I personally don't understand why one needs to remove the ability to click a button. Just don't click the button?
I just roll my eyes at it. No one is forced to buy anything. The mere fact it exists is not exactly the end of the world as we know it.
I may as well make Skyblivion a paid mod when we release it LMFAO
It's a huge project that took many years to develop. I wouldn't see why not.
The Imperial City alone took a year.
And progress was halted years ago the first time we wanted to charge for it and Bethesda threw a hissy fit at us over IP's and copyright
I'm just mildly annoyed over it
We've already promised to make it free after we got permission from Bethesda to make it, it's just nonsensical we couldn't charge for it back then
morning all
Download the upscaling mods from Starfield Nexus. Thank me later. Game is a gem. 😘
Wouldn't it be possible to arrange a deal with Bethesda/Microsoft making your work an official Oblivion remake or at the very least a legit big paid modification/creation?
I know there are rumors about an already in-development one, but still...
If we end up with two separate TES IV remakes, i believe everybody's going to feel a bit awkward.
Probably not. Projects like Skyblivion fall into Bethesda's "grey area" of modding. They won't stop you from doing it, but they also won't let you sell it. I love that people are passionate enough to make things like this, but sadly it's only just skirting the rules Bethesda has for making mods.
You say "we", but I've never seen you in the dev discord.
Given Bethesda is still going at the updates I pray they add more modder's resources
I assume they will. Probably whenever a VC needs new generic environment assets or whatever those would be added to the resource pack
Is the mod limit for skyrim on console likely to ever get increased?
What? The limit is engine level. They'd have to rebuild the game.
Unless you mean the old 150 limit. That was dead with the December update.
I mean both
I’ve just come back and seen that the whole thing has been shaken up, there’s new creation club stuff but it all takes up our mod reserve space so I was wondering if they’d increase the limit
I don't know man, if you can get more than 245 plugins and 4020 esl mods into one LO that works, you might be spending too much time finding mods than playing the game.
Is that really what the limit is now?
Oh, you mean the 5 gig storage limit. They can't change that unless you want to lose all your mods and saves.
