#modding-general
1 messages · Page 21 of 1
Would it be possible for someone to create a mod that removes the mod storage limit on console?
Yes. That functionality has just been being hidden from you this whole time.
I've heard of "skyrim together" for PC, but not for console. I'd pay a lot of money to play co op on console.
thats what i meant pc thnx
I feel like you are joking
Please make a mod to remove it if not, console players will love you for it
What you are asking for is not possible. Mods are contained wholly within their games' data spaces and cannot make calls to the console operating system to repartition the hard drive or anything else. If they could and did, the console makers (Microsoft or Sony as the case may be) would not have licenced the game.
I still don't understand why Bethesda won't increase the mod limit, it's like sure, it'll break saves, so did the next gen update, and I bet most people would view it as a fair tradeoff
As previously noted it's too wide-ranging of a choice to enforce on the entire playerbase. There are many who would be fine with it, certainly, but there are also many who would be understandably outraged by it. The issues caused by the updates were also unintended, so it's not really the same thing.
Are the servers down? I can't log into creations.
Down for me
So make it optional
They have said they would like to but currently that is not an option.
Why not? Legit just curious
According to Carto, they would have to patch the game which means everyone would be forced to do it.
So it couldn't be like a DLC?
Correct.
Hmmm, I have some coding friends, I shall ask them to try and come up with a solution
WAIT
I have an idea, why not do what you did with Skyrim anniversary addition? That would allow it to work perfectly as it'd be technically a rerelease but also not and it's optional! HAHA I feel smart now lol
It's not a re-release. AE is technically SE, but patched to a newer version and with an optional CC bundle purchase.
So why not do something like that? That'd work right?
It wouldn't, sadly. CC is effectively a type of DLC.
Also based on your prior comment I think you're slightly confused; I don't work for BGS in any capacity, I'm just a mod author.
Ok so then, why not rerelease the game with an increased mod limit, fixed stuttering, and perhaps with mods like the Unofficial Fallout 4 patch
No I know, I'm just brainstorming to find an idea to pitch to them
Unfortunately I don't think you or I can come up with a potential solution they haven't already considered by this point. Carto has said they've had their devs try to find an amenable solution to the issue that would please everyone but that currently there isn't one.
Yeah but still why not try?
If we could attach images in this channel I'd just show you what he said directly. Suffice it to say, they've gone over everything and it's not an issue that can just be done on a whim for some people. It's all or nothing.
So basically there will be no mod limit increase
The process of rebuilding the partition would wipe out any mods you've downloaded and the results would corrupt all your saves. That's not something they can take lightly.
We have no way of knowing that. They may yet find a good solution at some point.
I would also assume any such move would require approval and certification from Microsoft as well.
So, my question is, couldn't they rerelease the game with a higher mod cap? And like perhaps actually fix a lot of its bugs? It'd be like an optional Fallout 4 that you could install
It's not perfect, but it's better than nothing, and it'd allow for people who don't want their saves to be corrupted and whatnot to continue on without that
They already raised the cap from 150 to 255 for Skyrim. They just can't increase the storage size without screwing everyone over on their mods.
No that's not what I'm saying
Like release a separate version of the game which is on gamepass or given to people who already own Fallout 4 but they don't have to install it, and it'd have a much higher storage size, fixed bugs, maybe some extra additions here and there, and it'd be optional that way, and it also would keep people's saves from being corrupted because they literally would have 2 versions of Fallout 4. Now is it perfect? Hell no, but it's a patchwork solution that honestly I think people would be ok with
And this would only be for consoles, PC players don't have to worry about it at all, because, PC is superior raaaah
That would do nothing but generate a support nightmare for customer service AND for the devs. Maintaining two branches of something is never a good solution.
How come?
Because if they need to know what F04 you have they just need to ask "What version of Fallout 4 do you have?" And then go from there
Because of all the time and effort involved and a plethora of complications. You're talking about a doubled workload at minimum. Just think about Skyrim LE vs SE for instance. Even mod authors by and large quit supporting LE as maintaining two different versions of a mod for two editions of the same game is already too much additional effort for little to no gain.
So it is technically possible but it'd be a nightmare
Unfortunately.
So the two options are either bricking everyone's saves and mods, or creating a nightmare of complexity to get it to work
More or less.
Ahhhhhhhhhh
If it makes you feel better, they do keep it in mind when the possibility presents itself. E.g. Starfield had a much larger mod capacity from its start, to try and avoid a similar scenario.
Ok I had an AI try and come up with something, I know it is a long shot but I'm out of ideas and honestly it's worth a shot
There might be a few alternative approaches, though they would still involve creative workarounds or limitations. Here are a few possible "third options" Bethesda or modders could explore:
- Mod Streaming or "Virtual Mods"
Concept: Instead of storing all mods locally, Bethesda could explore a cloud-based solution where certain assets or mod data is streamed as needed. For example, textures, sounds, or other assets could load from a cloud-based source, reducing the local memory footprint.
Challenges: This would be complex to set up and require a fast, stable internet connection. Consoles might also have limitations around streaming third-party data, especially for mods, and this approach could run into issues with licensing and permissions.
- Mod Profiles or Loadout Slots
Concept: Bethesda could create a system where players set up different "mod profiles" or "loadouts." Players would load one set of mods per profile, potentially with separate save slots for each, which could effectively extend the mod limit without crashing the game.
Challenges: This could limit mods to only specific playthroughs, and players couldn’t easily mix mods from different loadouts in a single save. Still, this would be less invasive than a total overhaul and could be more feasible to implement.
- Optimized Mod Resource Usage
Concept: Bethesda could work with popular modders to streamline mods for console use. By optimizing texture sizes, script processing, and other heavy assets, they might fit more mods within existing limits.
Challenges: This would require a partnership between Bethesda and the modding community, which could be a lot of coordination and ongoing work. It also wouldn't eliminate the limit but could offer players more flexibility within the cap.
- "Lite" Versions of Heavily Modded Saves
Concept: Bethesda could create a feature allowing users to "save a lite version" of a heavily modded game, stripping down some of the mod content that isn’t actively in use. For example, redundant textures or unused items could be offloaded to lighten save file demands.
Challenges: This would require the game to intelligently recognize which assets are "safe" to remove without causing crashes. It could be tricky for complex mods, but it might work for simpler or cosmetic mods.
- Expandable Storage & Cache Management
Concept: If console OS updates allow more flexible storage or manage mods as "cacheable" items, it could increase mod storage indirectly. An OS-level update could give the game temporary space for larger numbers of mods.
Challenges: This would depend on console manufacturers implementing changes, and it wouldn’t be exclusive to Fallout 4. Bethesda could encourage this by coordinating with platform providers to make it more feasible in future updates.
Each option would require compromises, but a combination of these could ease the console modding limitations without fully overhauling the game's architecture or requiring multiple game versions.

What?
Here's some others it came up with
Certainly, let’s explore some other potential options that would be a little less drastic but could still make a difference without causing significant risks or heavy lifting for Bethesda:
- Mod Compression Tools for Console
Concept: Bethesda or the modding community could introduce an official tool or guideline for compressing mods specifically for consoles. This could shrink file sizes (especially for textures, sounds, and other large assets) while retaining quality at console resolution levels, effectively allowing more mods within the existing limit.
Feasibility: This is a manageable solution because it mainly involves tweaking asset compression. Bethesda could make a “compression pass” on popular mods or release a guide for mod authors on optimizing for console limits.
- Dynamic Mod Load/Unload System
Concept: Allow the game to dynamically load or unload certain mods based on specific areas or conditions in-game, similar to how assets load in chunks. For instance, story or region-specific mods could unload while players are far away, freeing up space for other active mods.
Feasibility: Bethesda could implement this by allowing mods to specify “active zones” or "priority levels" within the game world. This would involve programming the game to recognize which mods are only needed temporarily. It would take some testing but could work well without a huge overhaul.
- On-the-Fly Mod Cache Swapping
Concept: Create a limited "mod cache" that works similarly to virtual memory on PCs, where the game swaps out mod assets in real time depending on demand. For example, if the player is only using certain mods in a given area, others can be temporarily unloaded, effectively expanding the limit.
Feasibility: This would be less resource-intensive than a full cloud solution, as it leverages local console storage to keep the necessary mods in a “pool.” The challenge would be getting seamless transitions without noticeable loading times.
- Pre-Approved "Optimized for Console" Mod List
Concept: Bethesda could develop a curated list of mods that meet specific optimization standards for console players. These mods would be guaranteed to work well within the console’s limits, and Bethesda might even offer slight increases to mod limits when these mods are used since they’re pre-optimized.
Feasibility: This would involve a bit of upfront work but could be feasible if Bethesda selects popular mods to include on this curated list. It could lead to a smoother modding experience for console players, though it limits flexibility slightly.
- Mod-Specific Console Save Slots
Concept: Console players could be given separate save slots that support higher mod limits, but only when those saves are specifically designated as "mod-heavy" saves. For example, Bethesda could create a designated save slot that allows for expanded mod usage by allocating additional memory to those saves only.
Feasibility: This would involve adding an option in the save/load menu for “high-mod saves,” which could be flagged for special memory handling. It’d be a neat workaround, though players would need to be cautious when switching between regular and high-mod saves.
- Temporary "Mod Boost" Mode
Concept: Allow players to temporarily increase the mod limit in "Mod Boost Mode" but with the understanding that this comes with risks. Bethesda could add clear warnings that this mode might cause instability and isn’t intended for use in all playthroughs.
Feasibility: This is achievable without major changes, as Bethesda could include it as an "experimental" mode with heavy disclaimers. This wouldn’t be as stable as other options but could provide more freedom for those who want it.
These options aim to add flexibility without drastically increasing the risk of save corruption or requiring a separate game version. If Bethesda could implement one or two of these ideas, console players might get more mod capacity while still maintaining stability.
That's all, I hope at least ONE of these works lmao
[x] None of the above
Just play Starfield instead. That requires zero extra development effort.
Or get your AI friend to design tiny mods that do what you want and take up less room.
Or buy Microsoft.
Or buy a PC and play on that (cheaper than buying Microsoft).
It's cheaper for you to buy a PC than for Bethesda to implement any of your suggestions.
I've only heard negative reviews of Starfield
Yes but Bethesda has so much more money then I do, therefore I think they can afford it
And where do you think that money comes from? It comes from you buying their games. Have you paid enough for your games yet?

And I've got one last list coming right up
Don't waste our time.
Yes I actually have bought 3, NV, 4, and 76
You don't have to be rude man, besides cost you have yet to explain why they won't work
Ask your AI friend why they won't be economical to develop.
Carto has explained several times that expanding mod limits is unlikely to happen. You're welcome to search up messages from him to read.
There are also physical limitations on consoles. If you don't won't mod limits, look into a PC.
Yes but unless my options can be countered you can't count them out
based
*wanders off to author some more mods
Buddy it would not cost THAT much, plus people have been asking for this forever and since you disappointed literally everyone with the "Next Gen" update, you should make it up to people
Let's move on.
Why? I have yet to get answers
The answer is that it is not something currently in consideration.
Please follow the #rules
Here is the most recent answer from Cartogriffi: #1179849047444570242 message
At at the end of the day, we would like to increase mod space, and we regularly look at options, but at the moment it's not something we can do.
That's vague and doesn't answer anything and you know it
Enough. This is going nowhere and you know it. And as per the #rules:
Respect Server Moderators and Staff
Listen to server staff. Final verdict and rule interpretation is up to staff.
I want to talk to actual developers
Breaking the #rules is not going to get you anywhere any faster. But if you have actual, viable feedback that you wish to provide, you can submit a ticket at https://help.bethesda.net/
I literally provided the feedback and it was ignored
Feedback tickets do not typically receive a response. It is simply feedback that players provide for the appropriate teams to review.
Well they should provide a response, and I also provided feedback here, I want to know why I keep getting pushed to the wayside, like do I have to directly come to the building and ask to talk to the devs for someone to actually listen???
You were given the response from Carto, who is the community manager for the program. That is the answer.
But his answer wasn't an answer just a generic response, I need a tailored response where people actually are LISTENING to what I am saying
You are not entitled to a personalized answer. That is the official response.
All fans are entitled to a personalized answer, and all feedback should be given deep consideration, not just pushed to the wayside
The conversation is over.
Simple answer is the limitation is due to XBox limits on storage and memory handling capabilities, as well as processing capability, combined with the need to further optimize the game and mod functionality when they are already working on improving optimization for a better player experience
AI might be able to offer suggestions, but it is limited in terms of its ability to actually diagnose and solve problems based on the information it has available, which is largely generalized, so it's providing potential solutions without a solid technical foundation on the actual issue
To put it bluntly, Bethesda will optimize and improve things over time but there are limits to what they can do
I think we've seen enough of your thoughts on it to know where you are coming from. No need to add more; probably wise to just expect to require a little patience and understand there are limits for a reason
It costs more than you think, (100s of thousands a month for some of those, assuming they didn't have to rework the entire engine just to make it happen, which they would, and the time required to develop some of those solutions is counted in years
Ok but just make an optional patch
I do not understand why that would not work, I need the actual technical stuff so I can send it to my friends who are good at programming to see if you guys are missing something
Console limitations
there should at least be a setting to override the mod limit for people who actually know what they are doing
Then contact your console's manufacture for that
Oh c'mon your telling me that the console can't handle like 5 gigs like Skyrim
That's what has been said time and time again. Are you now understanding?
But what is the difference
We. Do. Not. Have. Control. Over. Console. Limitations. Set. By. The. Manufacture.
But you do have control over the mod limit and Skyrim has a 5gb limit so why not give that to Fallout 4 as an optional thing I just don't understand
You clearly are not paying any attention, so this conversation is going nowhere, and pointless.
No you aren't giving me answers my guy
We have answered your questions. You just simply refuse to accept the answers because they are not to your liking, and that is entirely on you.
Or more importantly explaining the technical details on WHY it doesn't work
Ok we are now moving on from this topic.
going to give fiddling withh the creation kit & sseedit another try tomorrow, wish me luck ‘cause i’ll probably need it. being a graphics student means looking at screens makes my eyes slowly start to burn away/j
edit. am i not allowed to respond to a previous comment?
Comments are being removed. The discussion is over.
i didn’t try to contribute to it but rather respond to a comment made lol, won’t argue though. anyways here’s to trying to make a mini bundle so that i don’t waste mod space on my xbox 🍻
🧍♀️
did it! one more thing before i upload to bethnet, though. i have this one strand of hair on the drowsy hair that looks like it’s gone transparent. i can’t attach the image here unfortunately
You can promote it in one of the game channels or link to it here. What did you make?
oh it’s no trouble anymore dw! i fixed it. accidentally deleted a hairline i needed, but when i started fresh and kept the file it all worked out
should be uploading the pack tomorrow once i figure out all this bsa stuff. it’ll have 10 unisex hairs picked from ks hairdos and won’t need a patch either
i don't mean to be "that guy" but please tell me I'll be able to play with something cool like that on Xbox too.
If not, no worries. Sounds amazing. 😄
of course yeah! i’ll be porting it to xbox, mostly for personal use but, since it’s going up anyone else can use it 🤷♂️
is there a wiki or something that can show me the basics of using the creation kit? https://wiki.bethesda.net/ just sent me here.
Home
The Unofficial Elder Scrolls Pages wiki cloned them. Whichever BGS wiki you need is here: https://en.uesp.net/wiki/UESPWiki:Hosted_Wikis
The wikis listed below are largely separate from the main English UESP Wiki, but they are hosted using the same software and servers. UESP is also affiliated with several other independently run wikis.
Thank you
i’ve discovered that the creation kit might actually make me lose my mind
i’ve packed my files into .bsa’s in advance and yet i can’t put the folder in as an archive in ck?!
You can list it in your ini file.
I FIGURED IT OUT! i was using an outdated tutorial!
Hi everyone. 1. Are creation club credits cross platform(ie- can I use credits I bought on "xbox one" on "xbox series x")?
They are tied to your account, not console.
However, if you buy any points on let's say, Steam for example, then they won't carry over to Xbox. You'd have to buy them again.
If I were to just delete my game without disabling and deleting my mods, reinstall the game and reinstall my mods, could that potentially cause issues down the line? Platform is Xbox One.
Do you mean continuing some save from an ongoing game? Uninstalling the game also clears your reserved space (i.e. deletes all mods on your harddrive). If you can download them all again and put in the same order it should not have any negative effect. If you have mods not longer available and can't download again it could be compromise your savegame when they are missing.
@vernal fjord I'm done with the current playthrough on my Xbox One. My issue is that the last three playthroughs I was doing the Thieves Guild questline and the questline bugged out all three times. And it was the exact same bug all three times. After getting the Nightingale armor, Karlia was supposed to walk down a tunnel and open a gate. Instead, she heads towards the temple entrance. The exact same bug in the exact same spot all three times? That's not a coincidence. Additionally, all three times, there's been a dragon attack right outside the temple.
That thing with Karlia is a very old bug. I think installing the game again won't change it. Sometimes you might be lucky but if the bug still exists then maybe the unofficial patch has a fix. There were some things you could do in a certain order regarding the forced dialogue before she moves to the door to avoid the bug but i can't remember what exactly. Haven't played Thiefs guild in a very long time.
@vernal fjord whelp, here's the thing though. I played a thieves guild run on PC with just CC content and was able to get through the entierty of the Thieves Guild questline with no issues. On Xbox One with CC content and mods, and Karliah bugs out. The twist is that I had a playthrough on Xbox One, with CC and mods once before and was able to complete the Thieves Guild questline without issue. So, somethings going on tnat I'm not seeing.
As i said, you can be lucky and not encounter it. If you search online you can find threads about it from 2011. Also some instructions for resolving. I think i never encountered the bug playing old Skyrim on the 360. But on SE i had it more then once on my old XB ONE. Haven't played TG since i have the SX, so at least 3 years. Can't say if the bug is fixed in the AE version.
@vernal fjord I just find it really sus to encounter the same bug three times in a row with the same mods and load order. It's made worse by the fact that on tbis last playthrough on Xbox One, the Courier bugged out, which in turn, bugged several side quests that depended on the Courier, the Rahlis Sedaris quest on Solstheim being one example of this.
@candid lark DM me, I'm curious what your Xbox issue is and may be able to help. If you haven't got it fixed yet.
Information is being gathered and looked into about creation connectivity. No updates at this time.
If you wanted to add info, please place a ticket in through https://help.bethesda.net/
Original mod on LE by christianerding2 https://www.nexusmods.com/skyrim/mods/109188?tab=description Open perms Fixes the issue that Karliah does not open the gate after you decide to take the oath and she simply walks away... This is done by editing one AI-Package, everything else is left untouched. Maybe nexus record for smallest mod with ...
@gentle owl Thanks, I'm planning on performing a test on my Xbox One in tje next few days. If my test fails, I'll deffinently be adding this patch to my LO.
hi i’m new is there anything I should buckle up catch on about ai/npc modding please thank you not in annoying way i’m genuinely here (I saw schedules and routines, must have for people who don’t know.. immersion on AAA engine)
I'd love to see the lore friendly verified creations get reviewed overtime and eventually become achievement friendly.
I noticed there is a new starfield creation by kingath that is tagged as achievement friendly 👀 but no announcement?
Is there a Fallout 76 mod that helps with finding things?
Does anyone got any good video clips for Fallevil?
Achievement friendly 😭🫶🤝 I AM BUYING THESE.
When for skyrim and fallout 4?????????????
Hopefully someday we get FO4 w VC support. That’s the game I most look forward to supporting.
Now that Starfield allows Verified Creators to tag their Creations as achievement friendly, I really hope this feature is implemented in the Skyrim Verified Creations as well.
What's up yall. I'm new here so I know you can get some skyrim weapon NIFS from FO3 archive but running old versions of Java is highly-unreccomended and not safe. You need JRE 1.6 to even open the fo3 archive. Don't even know if 1.6 would be compatible with windows 11 if i did want to risk it. There has to be another way to obtain the NIF
Yes!
It's better to create a CreationKitCustom.ini instead so your changes don't get wiped out by game updates
Not happening sadly
That an educated wish?
For VC to work on FO4 we’d have to have an increase in GB for 4 and that’s not happening
https://www.nexusmods.com/starfield/mods/6376
anyone have a review on using the all in one?
never dived deep into ship stuff vanilla, you think all of these are positive or is it overkill
@leaden fable did A+ on those, and it greatly expands out the pieces available when building your ships. I think you'll love it if you want more variety in ship building, and most importantly more pieces that were entirely cosmetic before having a benefit to the ship now.
Let's see, So far Lyra - A Starfield Companion, Robin Locke - UC fly girl, Doomship and TGs Luxury Homea Volume II are all no longer achievement friendly.
Hey, I'm on console skyrim and i think my load order is pretty messed up I think quite a few things are conflicting and it's making my game look weird with shadows and lighting and was wondering if anyone could help me sort it out
hey see the documentation for the bethesda blender exporter for skyrim it does not document how to import anything (characters npcs etc), it doesnt seem to have the example files of the npcs used to make the skined armor mesh, additionally it doesnt explain how to use the animation sequences or behavior files.
so far getting weapons seems to work, fairly new to the exporter at the moment.
any way to change the file name of my creation post publish or am I stuck with (name).0.0.1.esm until eternity (or only if I delete and recreate.. which can I even do that?)?
Yeah you can change the filename; just load the file with the different name in the ck then pick which entry to update.
Note that if someone already had the mod active in a playthrough and they update that can cause issues for them, and if there were any patches reliant on that filename they'll break, so you'll want to warn people about the name change.
It's not a good idea to have the version of the mod in the filename for those reasons.
@rich kiln, Thanks! I'll give it another go later (and install git!)
Hi Skyler! Hope you're doing well 😊
I'm trying to build a location in Starfield CK - does anyone know if the only ESM I need to have active is the main Starfield.esm for all the building/furniture objects? Do I need to activate any of the 'SFBG00#' esms?
for skyrim how do i change a esl to a esp
Change the file extension then remove the ESL flag.
in the CK, is there a way to pan the camera up and down instead of only using shift+wasd awkwardly?
nvm it's spacebar or mouse wheel!
how do i change the extension,when i tried with xedit it stayed as a esl but with the flag removed,its been a long time since i did this
Go to the folder where the file is, then change the extension. If file extensions aren't visible there is a Folder option in windows for un-hiding them so you can change them more easily.
@gentle owl https://i.imgur.com/nnlIICj.png
thank you skyler my extensions were turned off
Just wondering, where is the documentation for the Blender Exporter?
It's in the game files with the blender exporter
Thanks, thought the documentation was on a website so been going around in loops on Bethesda's sites
how do i setup skse for skyrim se?
You literally copy SKSE (after extracting it, the files inside the extracted folder ) to Steam\SteamApps\Common\Skyrim Special Edition
And then right click on SKSE in the Skyrim Special Edition folder and select create desktop shortcut.
i meant for the mod manger that i got from nexusmods lol
with vortex?
Same deal. So long as Vortex or Mod Organizer can see SKSE is there, either should default to run SKSE when you hit play from either of them
no Mod Organizer 2 i use for now but i cant remember how i did it before bc its as been long time since
Here's a small page that explains it. It's the same process even if not using Skyrim Together. https://wiki.tiltedphoques.com/tilted-online/guides/troubleshooting/i-want-to-install-skyrim-script-extender-skse/using-modorganizer2
is it generally better to build palyer homes in interior cells vs external cells? Asking because I would prefer the player home to have a view of the outside
I dislike player homes in their own world space. For that matter, I would rather have everything in the game be in the same world space.
PLEASE HELP ME THIS WONT WORK NO MATTER WHAT I DO
Scriptname WeaponsMasterScript extends Quest
SPELL Property ArenaTeleportSpell Auto
Quest Property WeaponsMasterQuest Auto
Function ArenaSpell()
Actor PlayerActor = Game.GetPlayer()
Float fSwordsmanship = PlayerActor.GetActorValue("OneHanded") + PlayerActor.GetActorValue("TwoHanded")
If (fSwordsmanship > 99.0)
PlayerActor.AddSpell(ArenaTeleportSpell, True)
WeaponsMasterQuest.CompleteQuest()
EndIf
Endfunction
It's attached to a quest in the scripts tab. I'm testing on 1.6.1170, using notepad++ (dwdw I'm carrying changes over to CK) and I use CKPE if that helps
I really don't understand what's going wrong. Every time I test this it just doesn't work. From what I understand, I need to call on the function, but I'm a noob and I don't know how to do that, even with the help of the UESP CK Wiki
dm, ping, or reply to my message if you're willing to help please. I don't really check discord, but I have notifications on
You are correct in supposing that the function needs to be called to do its work, You've told the quest how to add a spell but you haven't told it when to do it. Under what circumstances do you want the game to run the function?
game start
since everything else is set up, it just needs to be activated QGHO OUT SLOWMO ON OMG <- Whoever decided slowmo was a good idea is a freaking loser
I'm guessing this is for SKyrim, yes?
yeye
You need to know about events. Events run scripts when something specific happens in the game.
I know the very basic of basics of what they are. Would I be calling for "event oninit()"
Could be, but that would only happen once at the beginning of a new game, or when your mod is first attached to an existing game. Is that sufficient?
would it repeat and check itself in the background, or would it just be once?
I want it to repeat indefinetly until the player has 100 in total of one handed and two handed. Then end the quest
Then you need it to check every time the player increases either of those skills.
is there a way to just have it repeat without conditions, with like 3 second delays or so?
I'd rather have it do that than check on increases, since there are things that can boost level, as well as ways to simply set the level, rather than increase it
You could, but that's not the way the game is designed to operate. You would be slowing the game down for no good reason.
even if it were in several second intervals? Sorry, I don't understand skyrim and how it operates a whole lot 😅
It operates on events.
oh. Skyrim is weird 😨
so how would I go about making it check for skill increases (Please tell me theres a better way than the SM event node manager)
If you don't want to use the Story Manager (which would be the most efficient way) you need to look for an event or combination of events that will suit your purposes. Have a look in the Wiki.
NOOOOOOOOOOOOOOOOOOOO WHY DOES IT HAVE TO BE THE MOST EFFICIENT 😭 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Because the game only just works
best response i think ive ever heard
Wiki link for Skyrim events https://ck.uesp.net/wiki/Category:Events
Thank you! I'll check it out and probably let you know how it goes in either a few hours or tomorrow. I'm super duper tired (it's legit 6 am where i am)
Okay. I'm off to lunch ..
can i create a new map for skyrim yet or?
Technically, you've been able to do that since Skyrim CK launched.
It is a lot of work though.
I know
I'm on skyrim, trying to make an NPC. Is it possible for me to extend the 150 character limit for the dialogue?
IGNORE THIS. Didn't know I could just add lines lmao
I'm back. How does this script look?
Scriptname WeaponsMasterScript extends Quest
SPELL Property ArenaTeleportSpell Auto
Quest Property WeaponsMasterQuest Auto
Event OnInit()
RegisterForSingleUpdate(5)
EndEvent
Event OnUpdate()
Actor PlayerActor = Game.GetPlayer()
Float fSwordsmanship = PlayerActor.GetActorValue("OneHanded") + PlayerActor.GetActorValue("TwoHanded")
If fSwordsmanship > 99.0
ArenaSpell()
Else
RegisterForSingleUpdate(5)
EndIf
EndEvent
Function ArenaSpell()
Actor PlayerActor = Game.GetPlayer()
PlayerActor.AddSpell(ArenaTeleportSpell, True)
WeaponsMasterQuest.CompleteQuest()
Endfunction
cough cough
BUT ANYWAYS thank you so freaking much I finally got it working, it owuldnt have been possible without your guys' help. Especially oldmansbeard. Thank you a million times over
time for cleanup
Please do not dodge the filter.
After trying everything, try the one thing you haven't tried
and wats that?
Smash computer 😎
Any news with nearest update? No new CC sales, no featured mods articles... Only Starfield and 76, 76 and Starfield. We got it, Skyrim Creations are awesome too, no doubt. But Fallout 4 turns 10 next year.
guys
help
wym, I never said that? 😅
so anyways, heres my script
ok nevermind, it's too large. i'll send it in a document
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
So, I'm trying to make an MCM using MCM Helper, and i'm seriously confused. I can't get SKSE functions to load into Creation Kit Platform Extender, and also HOW DO YOU STRICTURE A FREAKING INTEGER
get CKPE, it's amazing
if anyone wishes to help, dm's are open, and pinging me or replying to my message with @ on is most convenient
what's Todd Howards discord? I need this man on speed dial
how to brain?
I dont think you need to do any of those parent calls.
I dont know what you mean by "structure an integer". You made a function that returns an int. There's 2 ways to declare an integer, either a property or a variable.
For this, make a actor player variable outside of the events, then assign GetPlayer() to it in OnInit. This will keep the variable assigned to the player throughout, no need to keep making local scope player variables in OnUpdate over and over again and then again in the ArenaSpell.
Scriptname WeaponsMasterScript extends Quest
SPELL Property ArenaTeleportSpell Auto
`Quest Property WeaponsMasterQuest Auto
Actor PlayerActor
Event OnInit()
PlayerActor = Game.GetPlayer()
RegisterForSingleUpdate(5)
EndEvent
Event OnUpdate()
Float fSwordsmanship = PlayerActor.GetActorValue("OneHanded") + PlayerActor.GetActorValue("TwoHanded")
If fSwordsmanship > 99.0
ArenaSpell()
Else
RegisterForSingleUpdate(5)
EndIf
EndEvent
Function ArenaSpell()
PlayerActor.AddSpell(ArenaTeleportSpell, True)
WeaponsMasterQuest.CompleteQuest()
Endfunction`
I got confused, bevause every time i compiled, it told me the integer value was invalid
THANK YOU SO MUCH i'll try this out when i get home. Thank you so much, this is going to help md immensly.
While im here, isthere a way i can implement commonlibsse NG or something without having to completely redo a plugin? I believe it's required for my MCM based off of ghe research i did. (I'm still quite new to this)
commonlib NG is out of my scope of knowledge
Aw man 😦 anyways, thank you so much for this help!!
What is that
amazingness it's the
creation kit platform extender
search it on nexus. Follow installation instructions or watch dark foxes video on installation. It's an amazing tool
i know but idk how to install it i tried everything lol
all you do is unpack it in your skyrim directory? specifically what is the problem?
may i dm u tho? 🙂
yes, please. I can't stand bethesda's annoying asf slow mo
like seriously bethesda? Who's gonna spam a freaking modding channel (besides me) 💀 at least lower the freaking slow mo to like 5 seconds so we can actually have a freaking conversation.
Honestly, you'd be surprised.
please lower it 😭 like even a tiny bit is good. 30 seconds is just absurd.
I can reach out to see if we can lower the timer, but I do not want to make any promises.
Thank you 😭 for someone like me who's going to start sort of relying on this channel, that means a lot
still love you guys ❤️
I have passed your request along.
merci 🙏
is there way to lower the slow mode thing?
I have passed the request along
thnx ❤️ btw how can i join creation club bc i want to make a mod for skyrim?
I believe this may be what you are looking for: https://creations.bethesda.net/en/creators/bethesdagamestudios
yep i was looking for that thnx 🙂
just bought skyrim ae now lol
what exactly does a parent function do? I referenced a lot of someone elses mcm helper script for this, so I don't fully understand everything that makes it up
i ❤️ bethdsa : D
I do too. They're my favorite game studio. 🙂
yeah they are awesome and skyrim is my fav game ever lol
bethesda genuinely is a good game studio. i haven't heard like a single (credible) negative thing about them in years
Hey guys, I wanna get rid of the mods but I can't for some reason
So, my problem is that I started playing on a fresh account, and when I started a new play-through, I got notified that I got active mods, but the problem is that I own no mods in the acc
Turns out I got them active in my other account, I tried logging to Bethesda acc but I keep getting "login failed"
That's Fallout 4 on PS4 btw
go to your lo and deactivate them
lo?
hey where can i share some mods that ive made?
load order
bethesda net is the official site there are also 3rd party sites you could try nexus aswell
idk where to ask this but for some reason my CK only has the Cell view, and nothing else, it wont let me open the Object Window and there isnt a render window. anyone have any ideas?
Assuming that you cannot see the main window toolbar, you can try deleting the CreationKitPrefs.ini and restarting the CK. That file stores things like the user's last window positions, column widths, and other things like that.
the toolbar is there but theres no object menu or render window
What game? Starfield has some quirks with multi-monitor setups.
fallout 4
soo my dragon follower(baby alduin) is gonna tell everyone a dad jokes XD
That worked, thanks
Does fallout 2 have an active modding scene?
probably not
Anyone have any idea what the limit is for objects in an SCOL to NIF?
I'm limiting the use of multiple textures, and sort of expecting I will need to make more than one, but I'm at around 400-430 objects in a structure currently, and not done
As far as size goes, it's well within scope I think. More or less inside one cell.
For Fallout4
Also, suppose I should ask. Does the SCOL to NIF generate a new collision body for the entire object?
Even parts that don't normally have collision on the base object, for whatever reason?
It's not 98
Though I did have issues with some objects that were part of a RefGroup I thought I had cleared
Turns out they still had the group ref they were part of assigned.
😢
Has anyone else's game been crashing when trying to load a save? I am using creations mods, yes, and I cannot figure out why its crashing - ive reviewed and tried adjusting load order or disabling mods that i thought might be causing the issue. The, when I think i've got it right, it will play well for a while - saves no problem... until, when it decides it wants to act up... it just crashes when trying to load a save. ...I thought I'd get a lot more entertainment out of the game since creations was added, but this issue is making me want to walk away - any experience with anything like this??? Knowledgeable advice would be greatly appreciated
Honestly, could be anything. Game, or Windows, drivers, hardware, viruses, or something similar.
I haven't had this issue in game, but I get it in CK sometimes. Even bluescreened a few times, as well as hard crashes
Game has maybe frozen a couple times, but it generally runs fine. Put 700 hours in with less crashes than I get watching YouTube
Honestly, I'm not certain it isn't external.
But, as far as the games go, crashes can be caused by mods or driver issues.
Are you using Windows 11? I haven't had a stable PC since I switched to it personally.
Kind of seems like it has more vulnerabilities built in than a public wifi network without a password registered as a private network.
And I do mean built in. I found out last week they literally put .net, IE, remote access, etc.. on a literal dmz where it doesn't get verified or checked for malicious code executions or anything else.
Basically all the stuff which can be used by attackers is completely unmonitored
no - i'm still on 10. I really think its mod related, but I'm not sure what is causing the issue. I'm wondering if it has to do with an official starfield update that maybe a mod is conflicting with something and needs an update?... but its all a guessing game as far as i know... i wish this system was better integrated into the game because the creations mods have potential, but if I cant trust that my saves will load... its not worth starting a new game every session. Unfortunate because I loved the Fallout series (Skyrim was good too) and had a lot of hope for this game... even spent a stack so i could upgrade my GPU to enjoy the game more... I have about 500 hours in unmoded Starfield and about another 150 with creations mods... im going to be super dissapointed if this is how my experience ends.
Is that all on the same save? That could be the issue
Statfield at least has the option to Unity jump, which clears a lot of data in your save.
This can fix your save if there are any issues, and it can also let you safely uninstall any mods which are not directly altering character stats or abilities
But I'd check for driver issues first, see if your curre nt video driver has reported issues for example, and run a verification on your game files
You can also run a command line to verify your windows kernel and patch that if there's any data corruption
Otherwise, there are things you can do to mitigate issues caused by mods in your current save
Finding an unmodded interior space, wait 24 hours game UT, save and check your load order, look for mods which haven't been updated recently or which may cause issues/conflicts but only affect the gameworld, NPCs, and are not putting items in your inventory or changing your character and disable them, then load you save and wait about 48 to 72 hours UT.
Save again, reload and spend some time jumping around and see if you crash
For example. You can also remove all mod related items from inventory but that could be a very involved process, depending on how much you have
This is why the unity jump is helpful. You can pretty much disable, wait in an interior cell, and use an unmodded ship to jump from there with only a small number of remaining mods in your load order, or potentially none, and clear the game world of e erything when you load into your next universe, then save and do some compati elite testing, going back to that save if you find issues
But it really does depend on what you modded in. I'm not sure there is much you can do about mods that change your character, aside from those changing existing abilities, as long as they don't add anything new that you have picked up.
I.e. perk changes will just revert, but new backgrounds, new perks, etc, will end up being empty strings
You can use commands in game to remove some of those while the mod exists in your load order, and return the skill point for re-use
Basically, make sure it's the mods before you start attempting to remove them if you plan on staying in the same universe, and then figure out which mod and how to safely remove it
You can upload a modlist for help with that and link it, so people can check for any obvious conflicts
do i actually have to downgrade skyrim now or are most mods good to use if i dont have AE
I had an idea for a fallout 4 mod, and a nice little tidy up on fallout 4 weapons lore
Thats a very good point that I hadnt thought of yet - TY! last night I ended up testing a bunch of new games with different combinations of mods turned on/off and finally got it to act right and load saves. Although im not 100% on which conflict was causing that issue, at least it is playable now, so im happy - gonna go put some more time into this test run and see how it goes, wish me luck! haha Thanks again, for taking the time. o7
They really need to do something for the library pf mod ingame (starfield and skyrim) because everytime i dont see all the mod i have in the library
what type of coding does skyrim use?
Most Skyrim mods are version-neutral and don't rely on the presence or absence of the CCC. Mods that actually require AE or any of the CCC that are included with AE should normally say so in the description.
If you mean the game itself, it's written in C++. If you mean the scripting inside mods, that is done in a special language called Papyrus,
ahh i see
thnx 🙂
Any news on Skyrim creations becoming achievement friendly? 😊 My wallet is ready!
Nope sadly, would be nice to have, but also there are more important updates Bethesda should be focused on in regards to Skyrim...
idk why but the render window freezes when i have both the sky and lights enabled
it works with one or the other tho
is anyone having issues with the new ck,i made a armor mod to replace some characters armor the first 3 tests (im not sure if they were with the old ck) were ok technically the were using the armors and the meshes were ok i was just deciding on textures on the 4th test they wernt using the outfit i just checked the ck to see why they wernt using them.the ck made new files (duplicated the file) and it deleated the changes i made to the original
CK for Starfield tends to delete things. Not sure why, but changes get reverted even when you make a new form and you have to start over.
Technically FO4 CK does something like this, but it only happens when you change tabs without saving
im using skyrim new ck
Not sure about Skyrim CK; haven't used it in years
Didn't even know they had updated ir
*it
When you create a new form in CK, anything before SF tends to work with creating a new form using the original in my experience. SF not so much
Should be able to take the base form, change the ID and close it and have the pop up, where you choose create new form
Then edit the new form
Could be the changes to Skyrim CK introduced the same issues SF CK has
I've spent 4 hours re-writing a form in SF because it kept deleting everything I put in it and making it disappear
One of the reasons I went back to modding FO4 actually
oh lordie loo I need a LOT of help. The MCM i'm making with MCM Helper isn't showing up no matter what I do. I've tried so many things, and now i'm at the stage where i'm just reducing the MCM's config.json file down and down. Please, if anyone is willing to help, ping me or something and i'll send the zip file with everything in it.
luckily i have the older ck backed up,the ck/assets seem to be getting worse with each new game
personally i found xedit far superior when doing things like this (but tbf i started with xedit, so i'm definitely biased.)
Does anyone know if it makes a difference converting a Mesh file into a .blend or obj file And the rig it with the Starfield skeleton will make any difference?
huh?, all the creations that i have from the creation club are indeed achievment friendly lol
everything on the creation club is tested and verified by bethesda. the fact that achievements are enabled is one of the main selling points for creation club content
@junior glade all the creation club content I have is indeed achievement friendly that's one of the Main things that sets it apart from just being a mod lol. That and the fact that it's tested and verified by bethesda.
Right.... but recently BGS made some verified creations achievement friendly in starfield and it's reasonable to assume this feature would come to skyrim as well. Obviously I'm aware of CC content and have everything.
@chrome vortex are you aware that verified creations can be achievement friendly?
yes indeed my friend
Achievement friendly verified creations are different from legacy creation club content.
gotcha gotcha
Hi my mods that I have are all for ship building and since the update they are not working. I’m no longer able to build ships over 100m. Is my load order wrong or is anybody having the same problems
How has nobody made different landing pads yet.
Possibly. I saw a mod for a modular hangar. Not sure if it's a landing pad though
There's also the place landing pad, which is basically just a mat that designates the center of the area for the ship to land, so that qualifies
That's the one with the Rev-8 hangar
Is there a mod for Xbox where you can build a starship? Also what is recommended for quest mods? I’ve already completed Veil, Doom, Hells gate, trackers, McClearance.
What do i neeed to do to play modded fallout 4
Time & patience and a good PC.
A gamer can accomplish anything if they have those.
Or an XSX. Not every Xbox mod is available on PC.
Anyone know of a tutorial that will allow me to add a key to the players inventory after reading a book? I’ve looked and tried several scripts, nothings worked so far.
You could just add the book as a key, or a page as a key to the players inventory.
Should be simple enough. Make a key, then use a script to add item
I say simple, being only vaguely knowledgeable about scripting...but you do need a key to add one.
Basically, event player reads book, (or uses the item), add item to player inventory key
I bought the new jars of life mod for starfield. Anyone know how to place it at an outpost? What category it is under??? Real excited 🙂
heyoo whats up yall, i have a quick question for ya. i made a silver sword and i want it to do extra damage to undead as it should. i figured all i would have to do is use the silver sword NIF of course as well as add the script for the silver sword, is that all i have to do?
for skyrim
Under Structures.
You'll need the building materials for them as well and they can only be placed 1 at a time, as they're fairly demanding, memory wise.
Maybe that's the problem, do you by chance know the material requirements?
They're not appearing under structures for me 🤷
Should be at the very bottom "Habitation Biome :"
Only costs 1 Aluminum to build
@final bolt There isn't research tiers or Skill requirements for the Jars either right?
Then I would just make sure that the mod is active.
Couldn't be anything else unless some other mod that changes outpost system significantly is interfering.
I have 1 aluminum and I only use achievement friendly creations 🤷 i had the game re-downloading and ill check on it in the morning. I'm not sure what else could be the problem either! I'm not doing anything crazy. I'll post my verified creation mod list also.
if it still gives you any trouble after that open a ticket with support.
https://help.bethesda.net/#en/home/product/1218
Thanks, and will do!
On pc, how many settlers on fallout 4 are you comfortable with having without loosing hardware performance? On Xbox, I never went over 32. On pc, I've seen some videos of huge custom built settlements at sanctuary that seem to have maybe 70? When do things get buggy? I know a lot of that depends on pc. Mine is mid range to high. Is there a general amount pc players are comfortable with?
Fr thanks
Depends a lot on the settlement. If it's isolated you can go pretty high, but if it's a triangle of death location, probably best not to. I had around 20 each at Sanctuary, Red Rocket, and Abernathy farm once. The game was still running reasonably well, but it felt like the settler AI just shut down.
@opal raven @final bolt Here's my creation list that I have installed. Reinstalling starfield still didn't fix it. I'm wondering if anything on this list might make you think of something 🤷
Ashlander Living
Astrolabe
At Hells Gate
Blackout Skins (BGS)
Crimson Fleet Spacesuit Overhaul Project
DEREK
Deimog
Fleet Commanders
Freestar Themed Skins for Spacesuits - Collection 1
Grav-79
Industrial Transport Ship Design
Jewel Eye Colors
Life of Crime - Crimson Market
Magnetic Weapon Holsters
McClarence Outfitters
Neo-8
Observatory
Outpost Mission Boards Enhanced
Shotties and more
Social Skills Extended
Starborn Gravis Suit
Starfield Spacer overhaul
TGs Jars of Life
TGs Luxury Homes Vol 1
The perfect recipe
Trackers alliance vulture
Useful Infirmaries
Yea I got no idea
I had a few people try and replicate this problem and they all said it works just fine
What system are you using again
Try raising it higher on your load order @junior glade
That actually might be the problem
I'm using a series X and everything else should be super normal. I'll try raising it now!
Yea that might actually be it.
For context it uses the same layout as vol I lol so you really shouldn't be having issues here
If Lux homes works this should too. But I think raising it higher on your load order will fix it
Lux homes vol. 1 works no issues which is strange! I put it all the way at the top and trying now 🫡
Love that one too btw!
And it had a nice update
New windmills and a working clock tower
I'll probably update and add a lighthouse to it as well
😭 🤘 That's so cool! I'm planning on living in the clock tower!
Still not working, and I'm out of ideas other then trying NG+ which is totally fine 😂 it's just one of those weird anomalies that happens and yes, there are so many variables at play here. I'll get it figured out one way or another, and so far I'm a big fan of your work!
Beautiful stuff!
Thanks ❤️ I honestly hope you do
Load it dead last. Or above mission boards.
Okay worth a shot!
No dice, a customer support rep had me disable all other creations to see if another mod was impacting jars of life for me and it still didn't work 🤔 So, I'm going to try the same thing but deleting all other mods and doing a full reboot. If that doesn't work I'm going to try NG+ and if that doesn't work I'll just wonder why my accounts a freak 🤣
Yeah idk that didn't work either. Everyone has been extraordinarily helpful though. I appreciate all of you!
Any one got a Discadia link for omen outpost I gotta look into some mod info from them
idk, but maybe expired bro
Please make sure the videos posted are following the #rules, that includes profanity.
(sorry, I did think it was funny though)
Oh roger that!
What is the best way to receive feedback from console users?
Discord servers, probably.
Unless you have a forum or somesuch set up. You could probably leave links to either in the creation's description for users to read so they know where to go.
I've found that having the links in the description helps for feedback and requests, and if you can manage to squeeze it into the game itself somewhere that also helps (for people who don't read the description).
Like say if you have a mod with a configuration/settings menu of some sort, a line in there regarding where they can go for feedback is good. I actually noticed a sizeable uptick in people giving feedback on a mod after adding the in-game line to the mod's menu. 😅
Hey all I was wondering if anyone can help me. I recently installed Vamyprium and am beginning a playthrough as a Dhaphir.which as I have learned quickly is the "hunger" comes on rather abruptly and drinking blood potions don't seem to help. is there anything that I can do to sate the thirst until I get out of a city (I was in Riverwood when I started to turn). not a mod techy thing just a how do you be a vampire? I have never been one before. I was hoping a few of you may have some pointers for an old man trying to be a Daywalker (all because of Blade)
just ask us!! I play Skyrim AE on xbox one OG, love checking out new mods.
Like @rich kiln mentioned, discord is a great one, I’ve also found if you have a Nexus page folks will find you there, especially if the mod is up there too
Social media too if you share it. I get a lot of folks reach me through my YouTube channel, as well as Discord and Nexus
there's also a subreddit for skyrim xbox users if that's your main base
@junior glade as it turns out. The tier 3 decorations research requirement that I deleted apparently didn't delete and is still tied to the jars. This might be the problem.... I'm annoyed cause I had thought I cleared that... Apparently not
On the one hand, damn, on the other hand at least you now know why that guy wasn’t seeing them
Yep
I've been wondering if people would be receptive for a public email address just for contacting about the mods
I've had one or two messages that I only noticed months after because it's done on a site that I only use occasionally
That's actually great news!! Thank you!! 🫶
I had been winding down on starfield until I happened to pop in to see this mod so I'm just happy to be able to use it. My biggest issue was that I couldn't find roots for a base camp. I found planets I liked but the habitats didn't fit my preferred flavor, and ship building can be a little complicated. So this really inspired me to get back into it! Thank you!
Is it just me, or is Navmeshing the worst part of modding in FO4?
Hours and hours, and test after test to get it working and still showing errors on load for CK. Probably the area I haven't worked on, but still a pain.
It started with the errors before I even started navmesh though, so...
That being said, it works, it's just ugly enough after CK does whatever it does on close that I want to start over lol
Ignore the ones the CK barks about in vanilla and just stay focused on yours.
Oh yeah, no they're mine. Actually don't know what because I haven't checked the log, but there really isn't anything else it could be
Probably because navmesh is going through a wall that wasn't there before, if I had to guess. Still have one area to redo
Only time I ever get errors is navmesh
I did quite a lot of changes and additions, so there's quite a lot of cutting and re-navmeshing to do
Yeah, it's all navmesh. Somewhere in the wilderness there are a bunch of flipped normals apparently lol
Should be fun isolating that.
I'm a little shocked at how poorly precombine and previs are understood.
Got tons of people messing with it, and most don't seem to understand what it is, and how it is intended to be used
Seems like some people think you need previs data for a bunch of piles of trash for example, when that would be the opposite of optimization. Or that it needs to be generated for everything
I'm watching some of these things and listening, and thinking, "holy heck, that's a nightmare of conflicts and de-optimization going on"
Or, even better, ripping apart a structure that is precombined into its individual meshes, then recreating a previs, like it's going to accomplish something.
If you want to do that so you can remove something, remove it and recreate the nif for the structure without it, then add it as a separate static, create a scrap recipe for it, and precombine the new structure without it, and regenerate previs.
Assuming you actually think someone will notice a missing greeble is still present in previs from a hill 2 km away
quick question what's the input script number for mouse 5
Hi I’ve just linked my Xbox account with my Bethesda account and I got an email confirming it got linked from Microsoft but it is not appearing in my linked accounts on Bethesda and my creations I have downloaded and others I have paid for are not appearing
This is Starfield mods, I’d downloaded stuff on Xbox first and was hoping to go on pc to sort through things easier
Please contact our account recovery agents here for assistance. They will be able to take a look at your account and see what's going on.
Mouse button 5: Side button 2 (often "Forward")
Anyone know the keybind or function to generate the obstruction triangles, (yellow) in Navmesh editing? Got the one for ledges but can't find anything for obstructions
Or is it just done in finalize, if the triangles are suspended in the air?
Also, pretty sure it isn't a big issue, but I'm noticing precuts cause warnings when you close the editor and reload.
Seems like the auto generated precut mesh gets partially collapsed and causes problems, even on precuts in meshes you haven't touched
I've only got 1 warning at the moment, so I think it's safe to ignore as it will probably get fixed when the object is scrapped in game anyway
Hey everyone, I'm gonna need some help regarding a bug.
I have discovered a very problematic bug in Skyrim PS5 Anniversary Edition (that has been around a few years) that is making it impossible to use mods off the creation club, including paid ones. The bug scrambles your mod load-order, and the function to save load- orders doesn't work, making using the mods I have paid real-world money for impossible. Please tell me if one of y'all knows how to fix this bug.
I am very surprised but Bethesda Support is amazing! Actually solved all my problems (with my account not my life) thank you!
If it's the same bug as the one currently affecting xbox, the workaround is to only edit the load order while in offline mode.
So just disconnect my ps5 from the internet before messing with load order?
Right thanks for the tip
Not necessarily. There's usually a settings option you can use to switch into Offline Mode while still remaining connected. But, if it works while being completely disconnected too, then, well, take your pick I guess.
I don't have a PS5 so I can't advise on where such setting is, unfortunately.
Anyone know why the editor would hang when trying to precut scrappables for a specific cell?
hey can anyone tell me whats up with the creationkit wiki? Seems under maintenance for near to half a year now and sends me here?
All we know is that it's down; presumably it will return at some point but there is currently no information on if/when that will be. In the meantime you'll have to use the backup mirrors of the old CK wikis set up by UESP.
Oh thanks i found it, well anyways im glad that there is a backup page.
FO4 Landscape editing shader issue. Apparently this still happens. Managed to fix the weird texture bug, but not thay
*that
So many issues with this editor. One area that now CTDs everything I try to do precuts there. Landscape shades making it look like night when you face a certain direction, (still working on a fix), fixed a bug where navmesh cell borders wouldn't finalize in one spot... Just never seems to end lol
Also, I finally figured out how to break previs. Generate it. I've never seen broken previs in one of my mods until now.
Apparently, if you generate previs, it breaks previs for surrounding areas, and causes that popping.
Solution? Don't do it. Remove the uvd and precombines from your ba2, and it will fix it
Not the entire solution apparently, but it fixed 90% now I just have to figure out how to fix the other 10%
So, it seems like it overwrites adjacent vis data with yours, which means every time you add it to a mod, it generates conflicts
Not sure why it does as much as it does. There's a lot of stuff being covered that doesn't make sense to cover
Did you make it in the UI?
The thing to remember about previs generation is that it's built in a 3x3 cluster, compared to the precombines which are cell by cell.
The act of rebuilding previs also tends to hit neighboring map clusters depending on what needs rechecked.
Yeah, I think it failed to load red rocket or something. Sanctuary to RR was a mess, anywhere around RR was a mess, the hills between Sanctuary and Abernathy were a mess
I think part of the issue was I did it off Aberbathy ext, but used loaded cells
So anything falling outside the loaded area was wrecked. Except Sancturary and Concord, and pretty much anything at that distance
I'm trying Abernathy Ext. Cell only to see if that fixes the popping shrubs now. Just deleting the uvd and precombines only fixed RR
Nope. Somehow it's baked into the esp now
Kind of a pain, but if I have to rebuild the mod, at least it's mostly just moving stuff and navmesh again. All my big changes are transferable statics
Still a lot of work, but not as much as building the original pieces
See if the bak file works I guess. About 4 hours back, maybe it's fine
Turns out the landscape normal issue is a relatively easy fix, but an annoying one 🙄 😄
Have to disable lighting to see it in editor, and then go to each affected cell, raise a small piece of terrain, switch to smooth, and click on it. Do that for each cell until it stops flipping adjacent cells and everything looks normal
It basically flips adjacent cells half the time, so it can take a few tries
Yeah, that's precombines and previs fixed, terrain normals fixed, and most navmesh stuff done.
Just have to draw cover and figure out why I can't precut Wicked Shipping Ext without CTD
Then finalize and check everything over to make sure I'm happy with it
I think it might be that I mad Skeletons scrap, so I'll try removing that, and see if it works. Only time it didn't CTD was when I hid them first, then it CTD when I tried to save after 😄
That was a facepalm moment for sure. Might also just be the amount of triangles and stuff to precut. It's over 3700 tris in the precut, which is kind of ridiculous, especially given how much I tried to optimize it
Over 4K tris and crash again. I think I have to redo the whole cell...
Job for tomorrow. Fortunately, I've found that you can precut part of the navmesh, add navmesh, and the next precut ignores the existing precuts and performs a faster operation
So if I do it in sections, it should go a lot smoother, but I'm going to further optime the mesh for it this time.
Last time, I forgot to cut around some stuff, and later cuts were kind of garbage
Problem with placing vertices and having them end up somewhere in the air because of object bounding boxes, tend to hide everything to navmesh
Kind of makes cutting around some stuff a pain
Yeah, waking up at 3am, and trying to go back to sleep when your brain is going over cutting a navmesh by memory, cutting out every obstacles in an area, because apparently it's 3D printed in your brain, down to almost the last detail...so much for 😴
guys i have a question how i downgrade fallout 4? cuz
Hello everyone, I have put up a porting request. Just wanted to put the link here in case someone wants to pick it up. Thank you for your time! https://discord.com/channels/784542837596225567/1323378809898139679
No idea. I only had one reason I might want to, and it wasn't a good enough reason 😄
steam properties?
gog has a simular feature
The feature suggestion I just made would be great in every bgs game. Please check it out and give it a like if you think so. More attention means it may get noticed. And they'd surely consider this for Skyrim and hopefully fo4
Not sure if this is the right spot to ask this but, I play Fallout 4 on PS5 and I'm currently receiving a "operation cannot be found" message when trying to load my mods. Can someone please help me with this
Fo4 Creation Kit Next-Gen patch when?
Im assuming its just a mod that got messed up by the Next-Gen that hasnt been updated for it yet
Hey goodmorning does anyone know how to rearrange your mods on fallout 4 pc there's 5 dlc robots mods that is stopping my Game from loading
If you're using creations, open it up and go to load order. Y on controller, can't recall the keyboard keybind off hand.
In the load menu, you can enable and disable mods as well as reorder them. Scroll to a mod, select it and move it up or down using the keybinds displayed in the mod load menu
@trim adder thank you very much I'll try it
Could someone help me troubleshoot something please
https://www.creationkit.com/index.php?title=Input_Script#DXScanCodes is this site down for maintenance / i need some help with key remapping
Maintenance
Can one of the supreme and knowledgeable fallout goat pleas help keep with the mod cycle order I'm lost and I don't want to mess something up
I have a Pic of what I'm talik my about
I've posted the pics in the screenshot and video section
You have to use the backup mirror that UESP set up. Here: https://ck.uesp.net/wiki/Input_Script#DXScanCodes
Technically, you shouldn't even need the DLC in your load order. Bethesda ignores it
Maybe loot picks it up for some reason; haven't used that stuff in 10 years, so I don't know if it has to or not
I'd try just removing it from load order and see if the game loads it up normally.
Otherwise, high res textures should load after the rest of the DLC, and you can probably just remove the custom rule in LOOT for it without any issues.
I feel like I’m missing something
Im too lazy to watch a tutorial and Im trying to make a cell
what time you save in not looking into tutorials of how to do something you'll spend 3 fold trying to figure it out yourself
cheers
trust me I did it to myself too, didn't bother to ask questions about hab door logic, lost 3 days to just unfricking everything
hello everyone i have a question, where can i get the key code list? i need to rebind a hotkey from a mod but the key code list from bethesda is down
Scroll up 7 comments.
niceee, thank you friend!
can someone help me figure out load orders on xbox like whats their number order under the hood cuz i tried something with IDs and apparently the mod in slot 1 isnt actually slot 1
what the hell i used debug menu to figure out where inigo was in my load order to find my place and apparently hes in 3 but his mod is down in what i think is 15
The mod is loading at index 03?
yeah ill DM you rq cuz this discords rubbish about pics
You can just post it in #screenshots-and-video and ping me.
It shouldn't even be possible for third party mods to load on index 03 as that's where the hearthfire dlc loads and afaik you can't re-order the base game files on xbox. Hmm. Is BCE a VC?
basically to my understanding BCE is in slot 6 BUT that wasnt right soooo i have lucien flavius installed and he was 15 so i counted up and got the understanding that BCE is actually 10 so i enter a item ID from BCE and its invalid
tried 09 11 12 and 08 and yeah its a VC
Were you entering it via GetForm or GetFormFromFile?
would xx01AEA4 work in GFFF?
Depends on the index value.
if lucien was 15 and i counted right then BCE is 10
If the index is higher than 7F it won't work due to an engine bug.
Hrm.
I suppose my concern is if it's flagged as an ESL it might actually be in the FE index.
Which would require the filename and using GFFF.
hmm got two resposes back "either 00000001 is not a valid formID or 1001AEA4 is not a valid file name"
Hmm. If the filename in uesp is correct it's ESM so it shouldn't be in the ESL address space. Oh wait. Is this for an NPC?
no for a sword im useing the additem command
king says it aint ESL or atleast shouldnt be
Strange. Could be a bug in DM itself perhaps, or something otherwise wonky going on. Try using GetFormFromFile with the filename "kinggathcreations_bard.esm", and omit the index altogether.
I'm assuming the filename as listed in UESP is correct.
gimme 10 mins to bash that in XD
right so that got me past the first stage so now i just punch in the ID?
Correct. The ID minus the index.
should be its own i belive
so 01AEA4 instead of 1001AEA4
You can strip the leading zeroes after the index so just 1AEA4.
10 being the belived index
ok this is weird XD i put in kinggathcreations_bard.esm but it erroered out saying "either 0001AEA4 is not valid of KingGATHCREATIONS_BARB.ESM is not a valid filename"
why did it caps alot of that XD
Ok, my next question: Is 1AEA4 the item's BaseID or RefID?
i have no idea tbh
thank god i dont have to punch in that long file name tho
theres alotta codes actually just got king to pull em up snapped a pic
Stepping back slightly, the difference between a BaseID and RefID is that the BaseID is referring to the prototype used to create new copies of something. When a new copy is made, it gets assigned its own unique RefID. When a mod say has a unique item that is placed into the game world from the start such as if it's sitting in a room somewhere it will already have its own RefID.
Now, the reason I ask is there is a quirk in the engine relating to unique objects, that is to say unique copies of an object or NPC that have their own specific Reference ID where if the file is an ESM and the object is not currently Persistent it becomes impossible to target the object by the RefID if the object is not currently loaded into memory - meaning you would have to be physically present in the cell the object is in to get the engine to load it and make it targetable.
The reason you usually don't encounter that problem with ESP files is everything in an ESP mod is persistent by default so it's always loaded in memory anyways.
im gunna try OF024606
mmk
is there a "Help" function in DM?
Not yet. That's what I've been trying to finish. 😅
It would otherwise be quite helpful right about now.
XD yeahhhh
WHY did my brain start going to suggest that DM be reworked to be a book that you sit down at a table and scribble in haha
Immersive Debug Menu
mmm. you probably got the same blurse i do. endless visualizing of things.
just sit down in a taven and listen to the songs while you write history poofing gold out of thin air
yeah thats called the ol tism XD
it's nice having a never-ending fountain of ideas to tap into, but some days it'd be nice to have an off switch...
my off switch is fueled by petrol and caffee
iirc petrol = fuel?
yeah petrol gas dead dinosaur go go juice you name it
I see. 
i really like that my load order has only 1 single issue that needs fixing and its just a case of either finding someone to do it for me or slam my head agaisnt a wall tryin to learn how to code/patch and model to fix a conflict
so did i then i got jump scared by one of them when i turned around
Hmm. Perhaps LOTD needs a compatibility patch? Possibly a conflict or maybe LOTD has their own copy of mannequins lacking said bugfix.
lowkey wish i had it recorded XD woulda been a cracking bug report
I've never used LOTD so unfortunately I can only guess.
it seams like theres 4 of them that do it so i have aptly named them Clarence, Ursula, Nimrod and Todd
Going back to the other matter for a moment, something I was reminded of that may help is that if you are trying to determine the mod index for something if you have something from the mod in-game with you such as an object or NPC say like a location/building or somesuch specific to it you can use the object targeting system in debug menu to target one of those things so that it displays the baseID and refID for it which allows you to also ascertain the index as it'll be shown in said IDs.
So say using LOTD as the example you could go to wherever its museum thing is and then say target a wall it should show an ID specific to that mod and the index with it as the bits that make up buildings and terrain etc are themselves objects with an ID.
yeha @rich kiln thats what i did with lucien flavius and it said his ID was 15somethin
and then counted upwards cuz BCE was above Luicen and got to 10

wait lydia is base game right so aslong as nothings touching her she will always be 01 right?
Usually (99.99% of the time), yes.
if i recall i think hearthifre is 05 i belive
how many dlcs are there aka things that are taking up 0 numbers but we cant see
How odd. It turned "00." into "1.".
3 for the base game SE DLC, excluding the CC's that were added by the AE patch.
Most CCs are ESL files and have ID ranges in the FE section, but a couple are actually non-ESL and take up spots lower in the index IIRC.
It's what makes figuring this out a bit tricky, yeah.
yeah i just tried iron fittings from i belive heathfire and it says FF001282 for its refID and 03003035 for its baseID
if only USSEP added a book ingame XD i could use that to find its spot
Ah. Anything with an index of FF is what's known as a Temporary Reference and is actually stored in the save file. A fun bit of info on that is Debug Menu can't actually target such IDs remotely because FF index is too high for GetForm and temporary references don't have a filename so GetFormFromFile doesn't work either. 
WHAT THE i just remembered that im standing in LOTDs safehouse so i show a get id object and apparently LOTD is in slot 2 BUT is actually 10
we figuring it out XD
Hmmm.
if thats right then BCE is actually 14 and lucien is 20
OH I see what you've been saying now. The "02" is on the baseID, correct?
no slot 2 as in the placement in the load order on screen like in my screenshot
yeah those items arnt there sadly
Fun.
yeha thank god for the get object ID power you added was like hmm lets see where LOTD really is haha
ok now im really confused XD i tried 1401AEA4 and it still errord out
What item specifically are you trying to access?
a sword called venzahkrii
im gunna try another code OF024606 and see if replacing OF with 14 works
flips table
Well, as mentioned earlier if you're trying to get to a unique item that is placed somewhere in the world and it's not set as persistent and isn't currently loaded in memory you can't target it remotely.
You have to actually go to the cell where the object is to force the game to load it.
Although I think if you're in the overworld and within the grid range of said cell that would possibly be close enough? Not sure, I never tested that scenario. I would assume it would be loaded at that point. 
must be in a far corner of the world under the map then cuz in this save has walked from solitude to whitrun to winterhold and windhelm and then down to riften terminating at markarth
Oh, no, the game only keeps a certain amount of data loaded in memory if it's not marked as persistent, to try and avoid having too much loaded into memory at once. After a certain number of more recent cells get loaded as you move around older cells furthest back in the list of cells you traveled through are usually unloaded from memory along with their contents - minus anything that is set as persistent as those are kept loaded in memory at all times.
I’d honestly appreciate more Nord content, we’ve been getting a lot of player homes etc. what if we we got, say, Troll Armor (trolls would actually have good loot aside) as a set?
Maybe a revamp of the Blades, or a Blades Expansion - picture this, another member of the Blades comes back into the fold who had a higher rank than Delphine (and took over as Grandmaster) and revamps the faction:
- Based off geography, Sky Haven temple is critical for Markarth’s trade and survival (it’s on an island that surrounds the only roads that lead to Markarth) so maybe they use this to get recognized by said Jarl
- They rebrand, instead of being an illegal faction, really embrace the origins of the Blades and call themselves the Dragonguard (that’s more Skyrim-y anyways) and it’s easier to get public acceptance if you weren’t associated with an organization hunted by the Thalmor.
- You could realistically recreate the “Pale Pass” from Skyrim and have a Akaviri quest there. If you wanted to do something really crazy - The Blades/Dragonguard visit a Reman-era fortress on the moon of Secunda through a “Mothship” (actual lore of Elder Scrolls, look up mananauts). You could also add Dark Water temple from ESO.
- Add new weapons, Wakizashi, Dai-Katana, tanto (dagger basically), dragonguard grappling bow,
- There’s so many protagonists that could arrive of this - a separate Blades faction made of splinter blades and another Dragonborn emerging, which you have to duel or is waging a shadow war on you
- We know Goldbrand was made by dragons - what if the Dragonguard did a quest and ended up having a dragon who smithed their new weapons for them (maybe upgrade Goldbrand to Eltonbrand).
Mannequins moving is usually caused by bad navmesh in the cell they're in. USSEP fixed all of the bad navmeshes in vanilla. Obviously we can't do anything about navmeshes from mods.
SSE also has an official fix that came in at some point that sets the immobile flag on the mannequin race so that should further reduce issues globally.
Ah, I see. ty 
I need help, where do I get the Jetpack ring at?
I'm having a texture problem involving the player vampire eyes in Skyrim. My character's right eye, as a vampire, is flickering. Does anyone know how to fix this?
Perhaps a mod could help solve this probelm?
Crafting Freedom Anniversary Edition and the standalone Armored Necromancer Robes and Hoods, have issues with Khajiit race. For mod Author ShadyBunny.
(I hope this is the right place)
I need help with something…
Is it possible for me a patch that involves this issue(?): I have the anniversary edition and thus the wild horses creation is installed. There is a problem, however. From what I’ve read, honestly,
AFT mod conflicts with the wild horses creation. The conflict involves where I, and other players, have gone to tame the horses multiple times, and when trying to “register and rename” one horse, it just stays as “wild horse”. Can someone mind looking into this with me, please?
Hey starborns! Just wanted to share what o have been working on the last months. Enjoy the trailer for my Real Lights AIO Mod! https://m.youtube.com/watch?v=7bOT6HSVctg
Six month in the making. A complete starfield overhaul. Rabbit's Real Lights STARFIELD
Join the beta on Ko-Fi:
ko-fi.com/rabbitdoesstuff
Chech Rabbit on Nexus:
next.nexusmods.com/profile/RabbitDoesStuff
Thanks so much, i think last half year was worth it 😁
Hey there,
Looking for some wisdom - I'm going to do some coding practice of C++ to familiarise myself in the language of the creation engine.
Is there any videos for getting mods off the ground when it comes to basics that people would recommend?
My particular skillset pertains to story with a particular hope of making skill trees that are shaped from the story.
If I could sit myself under the wing of someone who has greater experience as to bring these little hopes to fruition - DM's appreciated!
I'm half way through a game development course.
Some familiarity; just looking for more ways to learn etc.
Thanks y'all 😊
You don't really need to learn C++, everything is done through Papyrus scripting (except SKSE code plugins, but those can't be sold). UESP has some very good documentation on Papyrus. 🙂
Plus side is papyrus is object based like C++, so it would still be good practice and shouldn't be a stretch to familiarize oneself
Learn Papyrus syntax, look at quests in Skyrim, Fallout, Starfield.
Skill trees can be manipulated through quests but they are also complex game functions of their own there's a lot of steps to create expanded new perks and so on.
Start with a tutorial or two for Skyrim Darkfox127 on Youtube has many useful tutorials for quests that would be a great primer on understanding the steps.
Greatly appreciated!
Darkfox127 will be the next step in that case.
Once steps have been taken for understanding quest structure - do you have any suggestions for join a team to work together on creating a mod?
I'm currently writing out an approximate step by step quest.
The end goal being a creation as an easy way to access and download in parallel with nexus
Nexus Mods has forums, and there is the discord here of course. Just take your time and be careful with joining a team. They can be flakey and sometimes good ideas can also get stolen through them.
Hello people. I modeled a devil with armor and now I want to make a mod with this armor, but I don't know how to do it. For Skyrim Le. Could you point me to some tutorial - how to implement the mesh and textures, so I can play with this armor?
You will need to rig the armor to the Skyrim Skeleton using something like Outfit Studio (a free program) .
As for integration after you do that difficult step (Youtube would be a good place to look for outfit studio tutorials for armor)
Textures go :
Skyrim\Data\Textures\YourProjectNameFolder
Meshes:
Skyrim\Data\Meshes\YourProjectNameFolder
Your final meshes will be in .nif format.
I don't have a nif format in blender or Maya.
That's fine. You can export from Blender as .OBJ, outfit studio will let you import your mesh in that format.
Outfit Studio will also want you to have exported a armor that is closest to your armors style and imported it to the studio.
Hands (Gloves) about mid wrist and Feet (just below the knee) should be separated as they are in Skyrim for boots and Gauntlets.
Can I use a rig from a mod? XP32 Maximum Skeleton - XPMS
Generally yes, that is a skeleton extension for extra sockets / slots. But you'll want to rig to the games core skeleton before trying to support advanced stuff, with your first time rigging.
Outfit Studio ....ok....I found it. This is a different ecosystem of programs. I am not familiar with these programs. Thank you very much for the information.
Good luck!
Much appreciated!
Yes - being flakey and disrespecting the goal that is being worked together for is an unfortunate reality.
Worked for a decade in retail; such things occured more than I would have hoped for...
I guess the end goal would be to produce a good quality creation with a team of like-minded individuals
See how far you can get on your own with a few small mods. You'll be surprised.
We better get a new skyrim release end of this month skyrim creations edition (No mod limits)
Low key (its help push creations traffic and earn alot of good will, make it a separate install thus onld saves and mods are intact. Theoretically it could work but would require more server space on bethesdas part
Please Todd for me
Fair and reasonable!
Would you mind if I DM you?
I have a couple of ideas for small ones and one slightly larger one for a low cost paid
Would it even be possible to modify the Skyrim loading screens to make feel & look more Oblivion-like? And release them as a VC / Creation?
Seems somewhat possible.
The main catch being that it might not be viable for VC if it ends up requiring SKSE to function.
Forgot to add my reply properly!
Has anyone else had the issue with the Race Menu Any Time mod by LBGSHI affecting their skills when changing races and not being able to put them back to normal? Am I doing something wrong? I am on Ps5 so I’m not sure if it’s adding any extra barriers
Good afternoon all,
Has anyone managed to suss out the Houdini material swap when creating a new star. For the life of me I can't get it to work without changing the mesh manually in NifSkope
Scratch that, I figured it out 🤣🤣🤣.
Write out the plans you have for your mods in a text document. Break them down into small steps that are easy to follow.
As for anything you'd like to make into the VC program take a look at what is already there if you can and see if the sope of your idea fits something anyone would pay for.
I was wrong, I hadn't fixed it.
I've just applied the material manually with NifSkope.
You would think there would be a magic button to make planet lol 😂 😂
You can trick a planet to work, sort of, but not in any way that makes it usable currently
Materials, placement in system, etc...Just no ability to land without doing some seriously bizarre stuff, like stealing a planet from another system
Hopefully the Devs put in the tools to create our own. I'm about done with the current broken implementation myself.
To put it bluntly, you can currently create a system, and create a star, create gas giants, and create planetoids. None of those are landable anyway.
That's it.
There's a tool which allows you to hack it in to some extent, but it requires downloading the code base, compiling it, and working from there to hack it in.
I'd prefer to just have the ability to do it in editor myself
The other problem, is that the editor doesn't provide a proper flow for creating the forms, and it ends up deleting them sometimes, and when it doesn't, it changes the information and blanks entries out after changing them so you can't edit them, so your planet data ends up being messed up.
I've got a notepad which is specifically for Skyrim creations.
I even copied the across the question journal steps as they appear on the uesp wiki
It'll be about finding an idea that will be applicable as a free mod to then scale up to being paid for.
Yep, I've noticed. 4 days work just undone. So I am building a starstation that sits on the edge of the system.
It's upsetting that a game that is set around the stars and has moding at its core, make it convoluted to add new stars to the galaxy 😅😅.
I was wonder if the Verifieds have more info into building star systems.
Been waiting since October now for a decision.
I get confused trying to use the creation kit. Wish they'd design it like mcreator.
I followed youtubes but they all do different versions of it.
Just wanted to see if I could add a new skill and ability, new character and new location on neon and a new location of an floating sky outpost on Saturn.
For starfield
Has anyone managed to figure out how to get material swaps to work for Fallout 4 after the next gen update?
For in game assets, you can make a new asset using the existing model and do the material swap when you create the asset.
i.e. create new static, select model to use, select custom material in drop down, do material swaps
There really isn't. I've put over 100 hours into trying to find work arounds and it just isn't supported currently.
The main issue is not being able to assign biome because they are hooked in through the form.
If you grab an existing biome, it just looks the original planet and pulls it into your system with whatever is connected to it, removing it from wherever it came from
I thought I had it half a dozen times, but it broke something every time and I had to start over.
There was actually one thing I didn't try, that I found, but that was after I got sick of trying stuff and decided to wait on a CK update
I should say, it might be possible currently, but I never got around to testing it, and with everything I did test, and how that went, I have my doubts.
Does anyone know why some of my users are reporting the voice audio files are not playing for them unless they extract the bsa? Skyrim SE, free mod.
If I remember correctly, you can't compress archives containing audio files or they don't work. Re-pack the archives without compression and it should work.
At least, that might be the problem.
Hi, I successfully uploaded a mod (my first 🥳 ) to Creations a few days ago with a version of 0.9, then wanted to upload a new version 0.95 today. The mod itself is fine, but my attempt to upload it from Creation Kit looks like it overwrote the original file (the entry for 0.9 now has today's date) instead of letting me list it as a separate version. What am I doing wrong?
That apparently changed at some point. USSEP distributes with both archives compressed by the CK and nobody has reported any of its dialogue edits as not working, nor has anyone's game been reported to crash. Both scenarios were possible with LE though.
I see. 
When setting up mo2 what should I put as server location
What does it mean premium and free
Those are just settings specific for downloading mods from Nexus since MO2 has a download manager built-in. Similar to steam, you'd just want to select a location that is geographically nearest to you. Premium vs free is similarly for if your Nexus account is premium or not.
So since I don’t have premium, I choose the only free option?
Correct.
Note: You don't have to download mods using MO2. You can just download them by browser and/or other download tools then install them into MO2.
For some reason I have an issue where my Bluetooth headphones don’t work well with fallout 3, nv, and Skyrim but work fine for fallout 4 and other games. Is there any reason?
How do I check if I have c++ installed? I might’ve and forgot I had
No idea. I just use simple earbuds.
If you mean the runtime executables those will be in your Add/Remove Programs thing.
Sorry for being a tech idiot btw, thanks for the help
On Win10, this: https://i.imgur.com/c7LxntV.png
K thanks I was able to see
@wintry oriole Does the Re-Cut series add Nord Hero arrows?
Not actually at my PC to check and I can’t remember for sure. If it does, I think they’re just somewhere you can find rather than properly integrated. I’ll try to give you a more definitive answer later
Just to say, no they actually aren't. I don't know why... I remember looking at them but just didn't. Can't remember if it was because I didn't want to complicate levelled lists or if it was just something I forgot to do. At the very least I could put a few somewhere for people to find, or see if I can integrate them well in some way. The hopeful eventual update I'd like to get around to doing at some point can definitely look at doing something with them. Thanks for reminding me about them 👀
No problem. Thanks! I appreciate your work in the VCP too 🙂
I think just making them craftable would suffice
Hello everybody I’m looking to make a mod for starfield that adds an ssnn tv broadcast to various tv in the game. I want to state that I’m not a modder and know virtually nothing about the ck. But I have done some research and it seems doable, I know I could film in game assets and cut it together into a convincing news tv channel. So I am looking for somebody who may be interested with helping me on the implementation end. I want to find someone who is willing to help before I put in the time and effort to film and edit the video. If anybody is interested please dm me privately.
what are some good mods for fallout 3 ive searched but cant find any like good mods like the type of addons that add new quests and ittems to the game ykw im saying
Progression mods... mods making settlements grow as you help them like Grayditch, Arefu, Canterbury Commons, and Big Town... maybe also a level expander... or more weapons and armor both craftable and lootable.
Can some one tell me why I can’t get any mods and have space
This is unacceptable. The Bethesda.Net wikis are still "Down for maintenance" and this is extremely frustrating as that is important documentation when it is internally linked in the Construction Set Extender
I think UESP, etc did make a copy of it and is on their site
Yeah the documentation still exists elsewhere but the fact that the official documentation has been unavailable for almost a year now is not acceptable
How do I choose compression or not?
You can use 2 BSAs in Archive.exe, one with compression for textures, meshes, voice files, scripts and another, uncompressed for sounds, music, and strings
There is a box you can tick in Archive.exe to compress a BSA. You can also use BSArchPro and select which items you want to compress/uncompress and just pack those into a BSA. BSArchPro has slightly worse compression than Archive.exe though.
You could also use the CK to pack a BSA, and it will already know what assets to compress/uncompress
is anyone who good with skyrim modding or just good with vortex modding in general able to vc for a sec and check my screen share out and help figure out how to get my game to run my mods ive got installed
BSArchPro has always produced smaller file sizes for archives compared to Archive2 in my experience
So I need to manually use archive.exe?
That is due to having identical assets in the BSA, BSArchPro has an option called "Shared Data" which checks for identical assets and if there are, then it uses one copy of that asset and creates an alias for the duplicates. It's good to check with both Archive.exe and BSArchPro to see what offers a lower file size.
You can use Archive.exe, BSArchPro, or the CK, up to you.
If I use the CK, then voice files don't work for PC users. If I use archive.exe, then adding voice files manually does not work, and adding the folder wholesale shows it in blue and the voice files are not added when I look at the bsa with BAE.
I'll try BSArchPro, but having to copy all files into a separate folder structure is not practical.
Would you like me to do it?
I'd rather learn how to fish. 😛 How do you do it?
I just use BSArchPro and Archive.exe depending on what offers a lower file size, I use 2 BSAs as well sometimes depending on some assets containing duplicates or not.
But before that stage I optimise the textures, meshes, voices, and sounds
I just want a mod that works. 😭
If I use the CK to pack files, it will compress both the regular and textures archive, breaking voice files.
Archive.exe can't handle wav files apparently?
Surely you can make a mod containing voice lines without third party tools?
It can, and to save you the headache, I can optimise and pack the files for you, I am a porter if you didn't know already, so I do have some experience with this
That would be awesome, but I do also need to know how to do it myself or I'll have the same problem next time.
I'm currently testing a process of generating a compressed bsa with the CK and then uncompressing it with archive.exe.
Which does not work... 😭
Yeah... I don't know why you are uncompressing a BSA using an archiver..
Because I just want working voice files on PC, how hard can it be
Did you FUZify them first?
Why...?
Because my voice files don't play on PC
You just need to convert voice files to fuz and you can use that, delete the wav and lip files after the conversion
I did
I'll be able to help you more if I can see the files, and the BSA you packed
Latest bsa build hasn't gone through, will have to restart the CK.
If it fails again, I'm PMing you.
👍
I think it works now but I'm not 100% sure I did it correctly. 🤔 -> PM
Is a 3050ti with a i5-12500h enough to run Rudy enb??
Are spells a good reward for doing something or are there already enough verified spell packs and no need for more spells?
In my biased opinion as someone who enjoys the magic side of the game the most, yes it's a perfectly fine reward. There are already instances in the game where quests reward spells. Lots of instances where you get rewarded things that may useless to a mage or otherwise only indirectly useful (e.g. something to sell) such as thane weapons and so on.
I'd say you should care less about what other people's mods are doing and more about what makes sense for what you're making and for what you want it to be.
Plus, you could always make a spell reward be via a tome so they can just sell it if they want.
anyone think a new vegas remaster is coming anytime soon or should i play it for the first time now with some mods
Chances are that would be up to Obsidian and they've made no mention of it.
is there a good tutorial or example for setting up and using GameplayOptions? ("GPOF" in the creation kit)
Almost 20 years and finally Oblivion has environmental stumbling
In this video I showcase how you can fall over when standing on steep terrain/objects.
Is Mod Organizer 2 still considered gold standard tool for bethesda games or is there a better tool out right now? I'll be modding New Vegas to be more modern with graphical overhauls and such; same with games like skyrim and fallout 4.
I can only speak for myself, but it's what I personally prefer and consider to be the best mod manager for those games, yes.
Has anyone done extensive modding of FNV? I have a couple questions.
Yes I has
I got a question about NV. If i were to replace the ambient OST of specific areas with something else (nothing custom, something that's already in the game). How would i do that?
I want to make sure all the NCR locations actually play the NCR theme from the soundtrack.
No idea why Obsidian chose to reuse the BoS theme from FO3 in several NCR areas
Easiest way would be to track down the name of that track you want to replace, get the truck you want, figure the file the replacing track is in and replace that track with the one you want to play and it should just play it right away. You wouldn't even need to open of the geck or anything
The harder way would be to find every cell edit it from the cell window and replace its music set from the cell edit window. Which I guess you may have to do since you want to replace the bos theme and probably don't want it removed completely.
Yeah. I really have no idea why the BoS theme is reused so much across the game. I was hoping to replace it proper but not completely remove it.
The music placement of NV has always bugged me, it's so awkward at times
then I suggest doing the first option and just add the track you like it to it's original file location with the replacing tracks name pasted over it.
Yeah but won't that replace it everywhere? Even the normal BoS areas?
I've never toyed with music or their triggers so I'm in a bit of a blind spot here. Can't find a good guide either
you'd edit the cells that play it as I stated in my message above
Hm. Alright I'll try finding all the individual cells
it'll be a pain but that's the only way without out right replacing it completely
Got it. Thanks
places like the Mojave outpost or the 188 should have their names in the cell as such
another easy way is to find npcs that are in that location in the object window "right click on them" and find "Use info" that will show you where exactly that npc has been used in the render window allowing you to go there right away.
or allowing you to edit the cell from the user info window.
Hello guys How are you? My name is Neto and I speak from Brazil. I'm a big fan of Skyrim: The Elders Scrolls 5, and I follow all the content made available for the franchise officially through the creation club. I am experiencing an issue with the download of the mod made by Arthmoor that reforms the city of Morthal, because when I try to download it I get the following message: ''Couldn't connect to Bethesda server'', and the creation club closes afterwards. And the curious thing is that this only happens with this specific mod, all his other mods I was able to download normally. So, I would like to know if anyone else is experiencing this and if there is anything I should do to download this mod, because I would really like to be able to play with all the mods I bought from the creation club. Thank you very much and hugs from Brazil!!
Does anyone know any Mods out there that eliminates the creation of Ash Piles/Goo Piles/Ectoplasm from Conjurations?
Note: I'm not referring to Dead/Reanimate spells
There are Conjuration spells I've come across, including added by Creation Club/Anniversary Edition that leaves behind an ash pile after a Summon has despawned or died.
So I had someone ask me about that when I made a mod that turned the bear from Pride of Hirstaag into a ghost but that isn't vanilla behavior for either the base game or the creation itself. Are you running any other mods? I conjure a lot in my current game and I don't have any piles left behind outside of the usual reanimation.
For the most part, no. It's only a few rare instances.
I think in the entirety of AE it's either the Corrupted Lich or Ayleid Lich that does it? (I may be wrong.)
I just wondered if there was a mod that works like a contingency
Mostly because on the rare instances I do find a Conjuration spell that leaves them behind, it makes me never want to use said spell for the rest of a playthrough.
I probably should've specified, this doesn't happen to all conjurations, it's more if the creator hadn't set it up correctly I think?
Interesting!
Will achievement friendly mods ever come to skyrim and fallout 4?
Maybe. But, at the same time, it's not like they need to, either. You can always just make short throwaway playthroughs for achievement hunting then play your main playthrough without worrying about them. 
Or do the main modded playthrough first then hunt achievements afterwards once you feel you're "done" with the game.
Right, I understand that, I just have a preference to play one achievement friendly playthrough. I know, A LOT of people don't get it and I can see why! I actually like the achievement friendly system in starfield and I like that it helps modders financially.
I understand the appeal of Achievement Friendly Creations.
When Anniversary Edition dropped, I did a full Creations play through with the intent of getting 100% achievements (which I did do)
So it kinda bugs me that players who try to do the same after the Creations update cannot do a Creation Club only playthrough for achievements.
I get that there are mods to disable the Achievement blocker for mods but still.
Even just restoring Creation Club as the only exception would be a great change imo.
I think you misunderstand my point. I'm all for having creations that allow achievements; I just don't think waiting around for it to happen, particularly at the expense of not playing the game, is a good idea. 
I agree completely
I kinda just wanted to share how I only 100% Skyrim with Creation Club
Ah, I see; well done.
Also, as a minor correction of the above, Creation Club creations actually still do allow achievements. The current VC program is separate from the former CC program that ended with the arrival of AE. Although I do understand it is easy to confuse them as the programs are somewhat similar and use the same currency.
Oh, I remember at the time Creation Club stopped being achievement friendly, unless that was confusion at the time or they later fixed it.
Doesn't ring a bell, tbh, but maybe.
Is there anyone that is a Playstation skyrim creator? And can help me with a debugger for my quest?
Hey guys, where can I learn papyrus if I want to make my own scripts in the CK?
There are some basic tutorials in the CK wikis as well as the papyrus documentation; the UESP wiki set up backup mirrors of the old CK wikis that you can access to read said information. Then, there are also various papyrus scripting tutorials on youtube, and then other resources scattered around such as forums, reddit, etc.
Thank you for the answer!, I will check the UESP CK Wiki and those YouTube tutorials, sorry if I'm bothering to ask this much but, do I need previous experience in C++ or other programming language to get the hang of papyrus more easily?
You don't necessarily need a programming background to learn it, no, but general programming knowledge and grasp of its concepts is something that will always be very helpful in both learning new programming and scripting languages as well as maintaining and improving your projects. If you are able to fit it in, it wouldn't go amiss for you to do some exercises and tutorials for some other programming languages such as, say, Python, to try and gain a deeper understanding of how programming languages and concepts work.
That aside, specific to papyrus and Bethesda titles you'll only need to learn C++ if you decide to work on creating/editing script extender plugins.
Oh, and should the matter arise though it might not (depends entirely on what sort of projects you decide to work on) the UI files are written in the swf i.e. Flash / Shockwave Flash language.
You should at least be able to pick up the gist of how papyrus works itself, though, if you tinker with it enough and refer to the documentation and tutorials etc. It's the sort of thing you tend to learn the most out of by doing, as it were.
The documentation will likely be the most important thing for you, as there are unfortunately quite a few things to be aware of for how things do - and more importantly don't - work, such as known bugs in certain functions, functions that outright don't work, edge case scenarios, events that might not run when expected, and so on. Pretty much for each new function you use you'll want to take a look at its documentation in the CK wiki to see what compiled knowledge has been documented so far regarding a function's issues, which will be in the Notes and Bugs section, usually, and probably the Discussion tabs as well.

Thank you very much!!! I read it all and it gave me a new understanding of what to do and how to do it, you are very good and kind to explain all this to me, learning about some other code languages and tinker with papyrus in the CK to get a better understanding is gonna be priority to me rn, I really appreciate the help you gave me, im going to credit you in the next mods I made because you are truly an amazing person! I hope some day I have that deep understanding about CK and papyrus, Cheers! And good night
Hmmm I want to progress in the development of a mod but I'm unsure if editing the radio will result in a ban. Who do I talk to about that?
Hello!
Has the creationkit tutorials/wiki moved somewhere else? All links like these are broken because of maintenance: https://wiki.bethesda.net/Main/Maintenance/ ?
Maintenance
There are backup mirrors of the old ck and geck wikis set up by uesp. Google something like "uesp creation kit wiki".
Ah, thank you very much! I found the uesp creation kit wiki :)
Guys, there's some major BS going down and I am sick of it so someone come and explain it to me in small words and in detail.
WTF is this "external assets on PS4" mods nonsense.
Did someone do something illegal or is this just common knowledge how to bypass the CK's restrictions now.
my understanding is they spam upload the mods until it just kinda gets through
From what little I know of it due to certain playstation users pestering me about it it seems someone found an exploit for uploading custom assets that would otherwise not be allowed by the system. As for whether or not it's in violation of the various applicable Terms Of Services' and/or EULAs, I don't know. I've been meaning to ask @real sphinx what the official stance on the matter is and whether the people who have been uploading files in this matter are potentially risking a ban or not, etc, but I've been busy and forgot.
Any chance you could clarify it for us, Carto? 
so a brute force hack. I suspected that Bethesda had just copy-pasted the fraemwork to upload from XB1 to PS4 and just added the disabling of external assets afterwards (else why would it complain about the assets? It shouldn't even see them)
Possibly.
I got someone name calling me on Reddit over telling them that despite all of the evidence that there are some mods on PS4 with external assets... you still can't upload external assets to PS4. And none of them can or will say how it's done.
i think they're just salty PS4 users who don't like thinking their sudden boon of external assets may be very finite
anyone who knows how to consistantly do it wont talk about it because the modders can absolutely be punished for it by sony or bethesda
There's your problem, unfortunately. If they're throwing insults you can likely report them and a moderator should, in theory, do something about it (remove post, temporary ban, etc).
oh, the specific user was smart.They blocked me and edited their comments to insult me after blocking me. Fortunately, that doesn't do more than slow me down a little. Reported them to the subreddit and reddit.
it always suprises me the lengths some people will go to just because they can't accept being disagreed with
It's an exploit so you do the math on how Bethesda is going to feel about someone abusing it to upload something that isn't allowed under the terms set by Sony.
Possibly. Although from what I was told at least one of the people involved uploaded a video to youtube regarding it that may detail the method so I'm not sure if it's under lock and key so to speak.
it jeopardizes their relationship with Sony
Bethesda had me write a paper on it
years ago, of course
I just haven't cared enough to actually watch said video as I'm not interested in risking my account for anything.
I still have it. I wrote it so I'm keeping it
I watched the video and even with seeing them do it I'm still not sure how it works.
yeeah, a few years back I had a close relationship with people over at ubisoft during my 4honor days, I discovered a game breaking bug and in my frustration about how much exploiting there was in the game I released it very publically on a friday after 9, want to know what my current relationship is with that company lol
the angry PS4 Reddit users really want there to be a change. The whole post was asking how it was possible but none of them liked the answer that it's not...
Bethesda would definitely have a press release about it if they changed their stance on PS4 mods
using exploits is a great way to no longer have a working relationship with the devs
detailing and releasing it privately to them gets you paid in some cases.
Releasing it publically... yeah, they probably didn't like that. But I'll bet they fixed it!
was fixed first thing monday morning lol
hahahahaa
I still look back on that and feel so badly for basically nuking the teams weekend
I assume they knew about the bug but hadn't gotten around to fixing it because it wasn't being significantly disruptive?
so this will make me look bad but naw I was the first to discover it, but there were a few ongoing bugs that were just as bad for the game that hadn't been fixed in months, and I was about to enter a tornie that allowed these very game breaking exploits to be used, so I dropped the instruction video of how to replicate my bug and said have fun during the tornie.
take this issue with the PS4 uploads. They didn't create a separate framework to upload mods to PS4 from scratch (why do extra work you don't have to). And in all the years since they've not addressed that it's techinically possible if you can bypass the CK's denial. For 1 it doesn't complain about already compiled archives - only external assets that have not been compiled
like I said not my proudest moment and it ruined my working relationship with that dev team, so I absulutely get why modders who know how to do the PS4 upload trick are keeping it to themselves mostly
especially with people using it to steal and upload other peoples mods off sites like nexus.
oh that's done on XB1 mods plenty already. I know a certain famous someone who did it and now won't let me talk to her for telling the original author that she stole their assets.
Still don't know if she has anything else stolen but typically thieves don't stop even if they get caught.
just that one time she posted screenshots of the stolen assets so it was hard to ignore
thats rough, its hard to call out people you know on asset theft
fortunately I don't really know them! Just learned about them when I joined Bethesda.net and somehow she decided she hated me
we ported the same mod from an author who was free with the perms and didn't like that for some reason
I only port mods privately now. Mostly commissions I make for people these days. More lucrative and less stressful
after getting her called on mod theft I had to message Bethesda every weekend because my uploads were getting mass reported. Every. Single. Weekend.
wdym
like if someone wants new eye colors or one guy wanted me to make his character look like a famous actor
nothing super fancy
Nothing wrong with that btw
Depends entirely on the details.
I'm having an issue where i've created an NPC and they are not interactable. (no E to talk) Im unsure of where to navigate to in the creation kit to fix this issue. This is for Starfield. Could anyone here get in touch with me about what i can do to fix this?
I need help with all lux mod list pls so I can make my graphic look dark and nice with lighting with other mods I have on
Or just lux and lux via
Anyone use Magenit - Somber Tune?
Am doing an update and would like to ask questions or overall feedback
Question, why would a mod be payable with credits and not be achievement friendly yet? I need to pay attention apparently… but why?
from what i'm reading, it's an optional thing if a mod is achievement friendly, so mods can be paid and not achievement friendly if the creator of the mod decides they don't want it to be
Correct, but not the other way around. No free mod can be achievement friendly
well, there are a few but they're officially uploaded ones from bethesda, like the blackout skins, deimog, at hell's gate, etc.
hello
does somebody have this chart?
https://www.creationkit.com/index.php?title=Input_Script#DXScanCodes
Maintenance
i want to set tk dodge to be shift+asd but i dont have the key number
The official CK wikis are currently down. In the meantime there are backup mirrors of the old CK wikis set up by UESP:
https://ck.uesp.net/wiki/Input_Script#DXScanCodes
god bless you
@old rivet the magsnipe mod isn’t achievement friendly anymore after update
OK thank you, I did the update which cut the file size down a lot, but didn't change anything with that so weird. I'll put in another update as soon as I can with it checked on
Hey anyone else ha ing the issue with the zone99 mkd for the clothes making NPCs lose most of their body
https://www.reddit.com/r/starfieldmods/comments/1f4xqr9/zone79_mods_causing_problems/ (edit: in reply to Vyke Odin's question)
Does anyone know of a way to bulk transform objects? I have a cell with way too many objects. There's one particular object that serves as a reference. It is currently at x=-0;035, Y=16.2938, Z=-1.76. It should be at X=0, Y=0, Z=-1.25, but all other objects need to move with the same translation. I thought there was a batch transform function (I thought ctrl-shift-F), but that doesn't seem to work. Anyone any bright ideas?
Best method is to probably turn them into a pack-in, move them, then unpack them
How do I find an weapon npc in ck and add my new weapon to it?
I'm looking for Jemison's alpha centuri npc but forgot her name
Starfield. I tried in Starfield mods and I got was questions
i cant progress in fnv because the game acts like ive already been to goodsprings (theres no dramatic white flash when i open the door to goodsprings for the first time, victor never rolls up to me to talk, and i cant talk to sunny i cant equip weapons) and i have no idea whats causing it so i might have to drop the game again for the second time 💔 its probably a modding issue but i have NO idea what mod could be causing it, ive tried disabling a bunch and none of them fixed it and i doubt its a vanilla bug since i followed viva new vegas
If I duplicate a weapon via CK in SF (any energy weapon) as well as its WeaponFX_ form and give them a new name, is there no way to replace the Properties: Effect Sequence Component on the edit weapon Effect Sequence tab? I can remove and add back the component via the Forms tab, but cannot even add the default effect sequence back let alone a custom one. CK wont save even hitting Apply then OK. After closing/reopening edit the same weapon the effect sequence is just the same as if no changes or addition were made. Confused - If anyone knows hit me up thanks!
Question, how do I tag or @ a user / mod author in a mods' comment section?
does anyone have a link for fallout nv geck? it has a .ddl file i cant find and using archive still gives me the maintenance site
https://geckwiki.com/index.php/Garden_of_Eden_Creation_Kit <- check links on page
thanks allot it finally works
This might be a little specific, but if anybody else here used Fallout Character Overhaul for Fallout: New Vegas, have you ever had the bug where some of the eyes are stuck looking in a random direction, always to the left, either up or down? This applies to NPCs and the player. I'm trying to figure out how to fix it and I wanted to see if anybody else has even ever head it.
In Wizard101 you could “stitch” clothing to put the stats on a different piece of gear. Is there a mod for Skyrim that allows this?
@agile tundra
Have you already recorded the next Grey Cowl of Nocturnal 10th Anniversary video?
If so go back to the Way of the Thief and find and look through all the chests.
yea load order is a thing on P.C, Vortex automatically chooses the load order with LOOT, 99% of the time it works just fine, but if load order is in fact the culprit then yea, I need to know how to change it (Coming from #skyrim-chat )
(This is in order to fix a bug where scripted events would be broken by NPC's not being in the correct place)
basically, the exact same as this guy: https://forums.nexusmods.com/topic/5057370-bug-in-in-my-time-of-need-guard-missing/ (But the only thing that worked from his was getting an external vanilla save)
This is a strange one. Upon entering Whiterun, the two Alik'r are talking to thin air (or rather, not talking at all) - after a couple of minutes, the guard appears. After some looking around, I found out that the guard frantically runs from the castle to start his part of the conversation, but o...
no one got anything?
of all the non-game breaking bugs I could have gotten, it had to be the one thats unsolvable
The bug is an edge case to begin with that not many people ever ran into. We fixed what we could find in the unofficial patch, which may have further been aided by our recent audit of Whiterun's navmeshes.
is there a known cause for it?
Nope. We've picked at various possible causes but ultimately there's not much to be done about it if it refuses to cooperate.
😔
welp, is it known to be random or if I start an entirely new game with the exact same mods it will recreate it?
I guess that depends on what those mods do. If they're somehow altering the patrol schedule of the guard that's used in the quest, you'd keep running into it.
the only ones that I can really think of are Run For Your Lives and Immersive Patrols. But I never had an issue with Run For Your Lives and Immersive Patrols only affect the open world iirc. The rest of my mods are graphical, lighting, and the odd quality of life improvement mods, the only gameplay ones are Apocolypse and ordinator
Making too many assumptions of what a mod does or doesn't do is one of the biggest problems you'll encounter in troubleshooting.
Some mods have a tendency to contain changes that would otherwise seem outside of the mod's scope and may not be stated in the description or anywhere at all. If you keep pre-emptively whitelisting a mod in your mind as "safe" without actually verifying it that's a good way to miss a possible culprit.
I wish there was a mod that was like a gmod sandbox where you could test everything out before starting a new character for real
Would be nice, but with all the moving parts in the game and all of its systems I'm not sure that can even realistically be done tbh.
Since you're on PC at least, though, you do have the option of learning a little bit about how to use SSEEdit aka xEdit to inspect your load order and do some conflict resolution.
Granted, that may be more work than you realistically want to bother with just to play the game. I'm merely just saying the option exists. 
Well, I think there's some tutorials on youtube, there's probably something in the xedit wiki itself, and then there's also the xedit discord with various channels regarding it and people to ask for information etc on it. (and then you can also ask here, of course)
I mean, thank you so much! I'm just gonna do a new character and see if I can recreate the bug, if I can then I know it's definitely one of the mods causing this (which I'll then use the xedit thing), if not... Then I guess I'll have to wait until someone here figures the bug out and patches it
alright interesting
I speedran through the intro, defeated the first dragon (with TGM just to make my life easier), and I have not been able to recreate the bug, the scripted event worked as intended
The Alikir are actually speaking to the guard now
Mmm. Some bugs only happen under very specific conditions, and sometimes in the process of sorting your load order out you can end up ironing out a bug more or less unintentionally. 
well, the difference here was that the Kahjit Caravan was not in Whiterun this time, and all the other times it worked they weren't either, the first time I ever encounter this bug is when their there
thats the only difference, minus it happening an ingame night earlier
I suppose then there's a chance it could still happen, then, unless you already progress past it before it gets the opportunity.
(oh, I also just picked nord and didnt customize him, and I skipped the riverwood quests, but if quests halfway across the map are screwing up scripted events in other locations then we have bigger problems)
Since you're already at it, it may be an opportune time to go over your mod list and see if any of your mods are out of date, and check for patches, etc, if you haven't already.
maybe, but thats a chance that can cause a headache, so I hope either Authmoor or someone else finds a fix so I can write off the possibility entirley
ill check, but I made my modlist 3 days ago
We can only fix what we can directly reproduce, and we've thus far been unable to do so.
thats fair, was not trying to put pressure
Mmm, if it's that recent you should be fine, then, I think.
just had vortex check for updates just to make sure and yea, everything is up to date
so yea.... I guess the solution is just hope it dosent happen, not ideal but ill take what I can get
Well you could hope for figuring out how to make it happen every time and then we'd be able to do something. 😛
wait, actually, there was one more difference I forgot to say. when I was going for the throwaway test character, I accidentally launched the steam version which opened up the launcher, which did the initializing and setting the graphics that it normally does when you launch it for the first time. Of course I then immedietly switched to the vortex SKSE launcher and played through it. Maybe that was it, the game just didnt initialize and thats what caused it? (which is also werid because for SKSE to work, don't you have to launch the game normally once?) but anyway, that could have also been the culprit
Launching the game normally once is just to generate the ini files iirc. Although I think MO2 skips that step and generates them itself; not sure. I have no idea what Vortex does in that regard, either, as I don't use it.
It won't have anything to do with launching the game.
It honestly sounds like a timing issue where in a few edge cases the guard just isn't able to make the trip to the required spot. The two Alkir will always be there because that's where they're enabled from.
It's possible to work around such timing issues by forcing things along with a script but we generally don't like having to do that.
I mean, ive contemplated just force-spawning a guard at the ususal spot and see if that works, but I dont know if the positioning has to be absolutely perfect or if the game flags one specific guard and thats the only one that can do it or if anyone could take its place
Are you using any of the npc AI mods that allow town NPCs to roam around more than they usually do? I can't remember the name of the one I used before; I think it was something like immersive npcs or something 
If memory serves it picks a guard via an alias so you'd have to script move him after that's been done.
nope, I did install one in an attempt to salvage the real save titled: "NPC AI Process Position Fix - NG", so maybe if it didnt work in that specific character file, it worked for this one
Damn, now I can't remember the name of that mod.
Copy Pasting the nexus desc: OVERVIEW
Updated NPC AI Process Position Fix adding support for SE, AE, and VR in one DLL thanks to commonlibsse-ng.
Skyrim's engine has a limitation where it could only update an NPC’s AI process position for one hour at most if that NPC is loaded in current loaded cells (a high AI Process one).
Therefore, you probably meet the issue that when you are waiting or sleeping in an inn all night, the NPCs won't go home, instead they still stay at the inn until the next morning.
That may even cause the NPCs to block the door when they leave the inn if you have installed an AI overhaul mod. Because such mods will cause many NPCs to visit the inn at night.
Additionally, the loaded NPCs in the fast travel destination will not update their daily life schedule positions due to the same reason.
FEATURES
The plugin will detect every waiting, sleeping, and fast travel event, and calculate the time difference.
If the time difference is longer than the Minimum Trigger Hours (2 hours by default, can modify in the INI file ), the updating position function will trigger and all the humanoid character NPCs who matches the conditions will be updated the position by the mod's functions, sending them to the correct place in the correct time.
maybe this was the fix?
I know later on, it says it dosen't effect scripted scenes, but maybe that just means that it wont interrupt them, rather than effecting the games ability to start it?
Part of the issue is that not everything you see as a "scene" needs a script for it to operate. Some of them are just AI packs assigned to actions that are directed by the scene records. So a high-process AI "fix" could very easily break them unintentionally.
No, because there's nothing broken about setting up scenes to operate that way. It's more likely that the fix mod is making too many assumptions about how things work.
Immersive Citizens. That's the one I was trying to remember.
Nope, don't have that one
nobody click that it's a fake link
aye, submitted a report to modmail. seems the moderators are busy/away at the moment, though.
Does anyone know how to use fly camera movement in the Skyrim CK? I see the option in render window properties but can't find the bind.
I asked Bethesda support about the PS4 external assets bit and they just spat out an AI copy/paste list of mod rules. The rules have never specified that PS4 can't have external assets, that was only from the press releases and the Creation Kit.
So... the ban of external assets for PS4 is effectively rescinded now?
The CK has had that restriction in place since 2016 because it's what Sony demanded of Bethesda. So until Sony says otherwise, assume it's still in place.
And yet in the past 6 months Bethesda hasn't been enforcing that restriction at all
and when asked why they aren't enforcing that restriction they spit out a copy/paste that doesn't list that restriction as the list of rules we have to follow
I'm going to wait until they come right out and say it because I need that assurance or denial to be solidified. They need to issue a press release, tbh
Lack of enforcement doesn't mean lack of policy.
As I'm sure you're aware, the reason stuff has been leaking into the PS4/5 section this way is due to an exploit in the code. You can probably guess why they are unwilling to comment on such things.
They could remove the offending mods. It's not hard to run a script to see a list of all mods that are over 10-20mb. USSEP's PC plugin is roughly 20mb so that would be a good metric to start with.
Even easier if they can just see what mods have .bsa's attached to them and remove them.
Right now you can't report them, either. There's no report option for external assets which would be a very easy addition to the report function.
Well just report them using another menu option and then explain it in the provided text area. The people who handle those reports are not dummies.
the automated system is pretty dumb and combing through piles of backlogged reports makes me feel dumb so i can't imagine it's a lot better for a bethesda drone
If all you rely on is the text in the drop down, I'd be incline to ignore any such report as nothing has been specified for WHY it's being reported.
They won't even let you write a book, so it shouldn't be overly hard to specify that it's something with obviously disallowed assets included.
Hi! I'm not sure if this is possible... But is there a way to "rip" Creation Engine cells? I love the level design in Bethesda games and I just want to see if you can like... Turn whatever file the cells are stored in into some model file like OBJ or GLTF. Just for personal renders, no paid mods or the like. I tried using the Creation Engine to load the cells to see if that gives me anything, but it crashes right after I select World > Cells. The game I'm intrested in particular is Fallout 4.
There is this tool
why do you not want ps mods to have external assets
I have no opinion. Bethesda and Sony made the rules. Either they enforce them or they need to repeal them. I don't like how us users have to pay for their inability to make a decision with arbitrary enforcement of policy.
how have you been made pay?
Not me personally but anyone who posts a mod with external assets is at risk of getting banned
I'm not stupid enough to do it without confirmation from Bethesda that not only is the prohibition not enforced but it is actually allowed
you said they copied and pasted the rules and it wasnt listed so why would they be banned
Because they issued multiple press releases saying it was not allowed
And the CK reiterates that it's not allowed when you go to upload a PS4 mod
In fact without sneaking the files in the CK won't even let you upload if any loose assets are in the directory when you choose PS4 as an option
So you see why "arbitrary enforcement" is rather irritating in this specific scenario
do you rember the press releases,i think they said it wasnt possable (without tech difficulities) but i dont rember them saying it was banned
And if it were all fine and dandy then people would be sharing the method far and wide without concern for their accounts getting banned
But nobody will discuss the actual method to bypass the CK restrictions
Oh, it's perfectly possible. It was never impossible. Sony said no.
I'll pull the releases up for you
from what i rember sony lost a case recently that might be why external asset mods are now allowed
that case was talking about Playstation modifications that modified data in the Playstation's RAM. A mod for a specific game does not function the same way.
https://bethesda.net/en/article/3i0mUzrfp6ioMU6WWcWmKm/ps4-mod-update - no mods at all
https://bethesda.net/en/article/2vD2Mjgezeu8O22KKGGcyI/mods-and-4k-coming-to-playstation-4-for-skyrim-and-fallout-4 - less than 30 days later Sony cut a deal but still not much better than nothing
The practical reality here is that the CK is set up to not allow it and using exploits to get around it is a legit reason for them to ban someone trying it.
that might be so someone doesnt accidently upload files to ps because so have tech issues
Technological issues was never the reason. There is no hardware limitation. The Playstation is just as capable as the XBox
That doesn't make any sense at all. Nothing would prevent it from working. It's literally that Sony just didn't want it to happen. You have to keep in mind that at the time this was coming together they had just come off of the biggest PSN hack of all time. They were paranoid beyond belief about it happening again.
the press release even says it had nothing to do with tech. It was about security risks that Sony did not want to allow the entire time
Given the way that firs press release is worded PS users should be glad that .esp files were even allowed.
there were with some textures slowing the fps and also sound problems (that was for f4)
sound problems are an issue the Creation Engine itself has had issues with, it wasn't Sony's hardware it was the port's software
it was sony it had to do with licenses
licenses they didn't want to provide, yes
from what i rember it could of been licenses (they did say they were trying to find a solution) it was mostly they just didnt want the game to perform worse on ps compared to xbox there was random fps drops
That perspective makes them look weak since Microsoft said do anything you want just don't change the game rating
It makes the PlayStation look like it can't perform as well as the Xbox
And they lost money and customers with the flat out ban
Barely anything was left to salvage the next month when they said plugins okay
Historically Sony only cares about control and money. All those PlayStation Network hacks? They don't refund the fraudulent charges. If you contest the fraudulent charges, even if Sony agreed it was fraud, they permanban the account so you lose everything and have to start over.
It was only the exodus of cashcows that got us any mods at all
that is what they didnt want people to say,alot of people complained about skyrim on ps compared to xbox 360
did they refund your money you spent on games/dlc
Never bought any from them. My brother's account. He didn't get anything. The money was used to gift things, as it always is with fraud. Smart fraudsters don't use the credentials they steal, they transfer the money to an account they can use it on. Often via reselling for cutthroat prices.
You don't even need access to the account, the payment info is all they need
He lost over a thousand dollars in games and hardware easily
Happened to another friend too but he threatened litigation and did get his account back
Bro... He's not all there so that wasn't an option
You'll never see me give any money to Sony because of that. They cannot be trusted to safeguard their customers. Only their shareholders.
he should of brought a case against them
Yes, he should have.
He's a ward of the state now and 100% disabled. We didn't know anything was wrong with him at the time so it was his choice to do nothing about it.
Now he can't even buy a hamburger with his money. He has to get his case worker to release the funds.
Not something I can forgive Sony for doing just because he wasn't mentally competent enough to defend his own interests
But this is neither here nor there... My axe to grind with Sony won't help us figure out if we can upload mods to PlayStation Skyrim
i think ps players should be able to mod there games as they want,is there a reason you want external assets removed
I already said what I want. I don't care what people do on their own games in their own homes.
But I do not accept arbitrary enforcement of restrictions. If some users, users with no special dispensation or authorization, get to upload mods with external assets they must either be banned and the content removed or all users must be enabled to do the same thing without fear of reprisal.
Same goes for mods with stolen assets or nudity. Either nobody gets it or we all get it. The policies exist and they need to match enforcement.
I've been told I see the world in black and white but when it comes to contracts and user agreements there is little room for nuance
As with most things involving moderation, you can't just assume the site operators know about it. That's what the report function is for.
Counterpoint: it is enormously funny that Sonys baffling regulations have been dismantled so thoroughly. And I’m happy for the PlayStation bretheren who get a fleeting chance to see what azurite weathers looks like.
It is not the same as stolen assets in any way whatsoever. One is unethical and one isn’t.
It isn’t a case of a few evil villains monopolising a workaround as there’s no financial incentive to porting to bnet. They are doing nothing wrong bar breaking a goofy rule and goofy rules exist to be nuked from orbit at the first convenience. Everyone is happy except the mega corporation who don’t really care that much
The issue isn't sticking it to the man
The issue is when the man decides to stick it back up where the sun don't shine
I prefer no sticking at all if it comes to that
So just to be clear we are preemptively not doing things for fear of retaliation, when said retaliation amounts to a ban on doing the thing that was already banned