#modding-general

1 messages · Page 21 of 1

lost apex
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Hey uh

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Would it be possible for someone to create a mod that removes the mod storage limit on console?

waxen musk
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Yes. That functionality has just been being hidden from you this whole time.

junior glade
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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.

sonic yew
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thats what i meant pc thnx

lost apex
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Please make a mod to remove it if not, console players will love you for it

balmy ingot
# lost apex I feel like you are joking

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.

lost apex
rich kiln
past summit
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Are the servers down? I can't log into creations.

north stag
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Down for me

rich kiln
lost apex
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Why not? Legit just curious

rich kiln
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According to Carto, they would have to patch the game which means everyone would be forced to do it.

lost apex
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So it couldn't be like a DLC?

rich kiln
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Correct.

lost apex
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Hmmm, I have some coding friends, I shall ask them to try and come up with a solution

lost apex
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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

rich kiln
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It's not a re-release. AE is technically SE, but patched to a newer version and with an optional CC bundle purchase.

lost apex
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So why not do something like that? That'd work right?

rich kiln
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It wouldn't, sadly. CC is effectively a type of DLC.

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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.

lost apex
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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

lost apex
rich kiln
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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.

lost apex
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Yeah but still why not try?

covert pelican
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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.

lost apex
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So basically there will be no mod limit increase

covert pelican
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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.

rich kiln
covert pelican
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I would also assume any such move would require approval and certification from Microsoft as well.

lost apex
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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

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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

covert pelican
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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.

lost apex
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No that's not what I'm saying

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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

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And this would only be for consoles, PC players don't have to worry about it at all, because, PC is superior raaaah

covert pelican
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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.

lost apex
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How come?

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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

rich kiln
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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.

lost apex
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So it is technically possible but it'd be a nightmare

rich kiln
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Unfortunately.

lost apex
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So the two options are either bricking everyone's saves and mods, or creating a nightmare of complexity to get it to work

rich kiln
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More or less.

lost apex
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Ahhhhhhhhhh

rich kiln
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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.

lost apex
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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

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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:

  1. 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.

  1. 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.

  1. 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.

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  1. "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.

  1. 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.

rich kiln
lost apex
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What?

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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:

  1. 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.

  1. 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.

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  1. 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.

  1. 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.

  1. 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.

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  1. 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.

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That's all, I hope at least ONE of these works lmao

balmy ingot
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[x] None of the above

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Just play Starfield instead. That requires zero extra development effort.

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Or get your AI friend to design tiny mods that do what you want and take up less room.

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Or buy Microsoft.

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Or buy a PC and play on that (cheaper than buying Microsoft).

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It's cheaper for you to buy a PC than for Bethesda to implement any of your suggestions.

lost apex
lost apex
balmy ingot
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And where do you think that money comes from? It comes from you buying their games. Have you paid enough for your games yet?

slim reef
lost apex
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And I've got one last list coming right up

balmy ingot
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Don't waste our time.

lost apex
lost apex
balmy ingot
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Ask your AI friend why they won't be economical to develop.

slim reef
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Carto has explained several times that expanding mod limits is unlikely to happen. You're welcome to search up messages from him to read.

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There are also physical limitations on consoles. If you don't won't mod limits, look into a PC.

lost apex
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Yes but unless my options can be countered you can't count them out

thorny lark
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based

balmy ingot
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*wanders off to author some more mods

lost apex
slim reef
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Let's move on.

lost apex
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Why? I have yet to get answers

slim reef
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The answer is that it is not something currently in consideration.

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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.

lost apex
zinc delta
lost apex
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I want to talk to actual developers

zinc delta
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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/

lost apex
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I literally provided the feedback and it was ignored

zinc delta
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Feedback tickets do not typically receive a response. It is simply feedback that players provide for the appropriate teams to review.

lost apex
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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???

slim reef
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You were given the response from Carto, who is the community manager for the program. That is the answer.

lost apex
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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

slim reef
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You are not entitled to a personalized answer. That is the official response.

lost apex
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All fans are entitled to a personalized answer, and all feedback should be given deep consideration, not just pushed to the wayside

slim reef
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The conversation is over.

trim adder
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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

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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

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To put it bluntly, Bethesda will optimize and improve things over time but there are limits to what they can do

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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

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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

lost apex
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Ok but just make an optional patch

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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

lost apex
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there should at least be a setting to override the mod limit for people who actually know what they are doing

zinc delta
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Then contact your console's manufacture for that

lost apex
zinc delta
lost apex
zinc delta
lost apex
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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

zinc delta
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You clearly are not paying any attention, so this conversation is going nowhere, and pointless.

lost apex
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No you aren't giving me answers my guy

zinc delta
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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.

lost apex
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Or more importantly explaining the technical details on WHY it doesn't work

onyx pecan
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Ok we are now moving on from this topic.

harsh oak
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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?

slim citrus
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Comments are being removed. The discussion is over.

harsh oak
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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 🍻

terse dagger
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🧍‍♀️

harsh oak
grizzled torrent
harsh oak
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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

grizzled torrent
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If not, no worries. Sounds amazing. 😄

harsh oak
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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 🤷‍♂️

patent dome
grizzled torrent
harsh oak
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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?!

balmy ingot
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You can list it in your ini file.

harsh oak
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I FIGURED IT OUT! i was using an outdated tutorial!

inner vault
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Hi everyone. 1. Are creation club credits cross platform(ie- can I use credits I bought on "xbox one" on "xbox series x")?

stone bay
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They are tied to your account, not console.

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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.

lilac fog
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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.

vernal fjord
lilac fog
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@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.

vernal fjord
# lilac fog <@909472283054186536> I'm done with the current playthrough on my Xbox One. My i...

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.

lilac fog
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@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.

vernal fjord
lilac fog
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@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.

dire anvil
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@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.

fossil citrus
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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/

gentle owl
# lilac fog <@909472283054186536> I'm done with the current playthrough on my Xbox One. My i...
lilac fog
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@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.

proven wyvern
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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)

junior glade
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I'd love to see the lore friendly verified creations get reviewed overtime and eventually become achievement friendly.

junior glade
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I noticed there is a new starfield creation by kingath that is tagged as achievement friendly 👀 but no announcement?

civic trench
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Is there a Fallout 76 mod that helps with finding things?

noble onyx
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Does anyone got any good video clips for Fallevil?

junior glade
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Achievement friendly 😭🫶🤝 I AM BUYING THESE.

junior glade
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When for skyrim and fallout 4?????????????

chilly prism
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Hopefully someday we get FO4 w VC support. That’s the game I most look forward to supporting.

marsh orchid
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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.

chrome vortex
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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

fathom hare
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It's better to create a CreationKitCustom.ini instead so your changes don't get wiped out by game updates

chilly prism
dense reef
deep egret
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never dived deep into ship stuff vanilla, you think all of these are positive or is it overkill

keen cliff
cosmic ore
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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.

north owl
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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

tall loom
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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.

sacred stream
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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?)?

rich kiln
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Yeah you can change the filename; just load the file with the different name in the ck then pick which entry to update.

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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.

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It's not a good idea to have the version of the mod in the filename for those reasons.

sacred stream
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@rich kiln, Thanks! I'll give it another go later (and install git!)

half seal
half seal
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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?

gentle owl
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for skyrim how do i change a esl to a esp

rich kiln
half seal
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in the CK, is there a way to pan the camera up and down instead of only using shift+wasd awkwardly?

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nvm it's spacebar or mouse wheel!

gentle owl
rich kiln
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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
noble patio
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Just wondering, where is the documentation for the Blender Exporter?

icy sierra
noble patio
placid folio
winged grove
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how do i setup skse for skyrim se?

opal raven
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And then right click on SKSE in the Skyrim Special Edition folder and select create desktop shortcut.

winged grove
opal raven
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with vortex?

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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

winged grove
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no Mod Organizer 2 i use for now but i cant remember how i did it before bc its as been long time since

stone bay
half seal
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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

lunar lake
bright kiln
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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

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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

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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

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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

balmy ingot
bright kiln
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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

balmy ingot
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I'm guessing this is for SKyrim, yes?

bright kiln
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yeye

balmy ingot
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You need to know about events. Events run scripts when something specific happens in the game.

bright kiln
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I know the very basic of basics of what they are. Would I be calling for "event oninit()"

balmy ingot
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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?

bright kiln
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would it repeat and check itself in the background, or would it just be once?

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I want it to repeat indefinetly until the player has 100 in total of one handed and two handed. Then end the quest

balmy ingot
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Then you need it to check every time the player increases either of those skills.

bright kiln
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is there a way to just have it repeat without conditions, with like 3 second delays or so?

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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

balmy ingot
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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.

bright kiln
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even if it were in several second intervals? Sorry, I don't understand skyrim and how it operates a whole lot 😅

balmy ingot
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It operates on events.

bright kiln
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oh. Skyrim is weird 😨

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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)

balmy ingot
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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.

bright kiln
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NOOOOOOOOOOOOOOOOOOOO WHY DOES IT HAVE TO BE THE MOST EFFICIENT 😭 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

balmy ingot
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Because the game only just works

bright kiln
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best response i think ive ever heard

balmy ingot
bright kiln
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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)

balmy ingot
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Okay. I'm off to lunch ..

winged grove
#

can i create a new map for skyrim yet or?

trim adder
upper burrow
#

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

bright kiln
# balmy ingot Okay. I'm off to lunch ..

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

bright kiln
#

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

ancient latch
#

Please do not dodge the filter.

winged grove
#

i ❤️ bethsda : D

#

my skyrim ck wont load up i tried everything 😦

balmy ingot
#

After trying everything, try the one thing you haven't tried

winged grove
#

and wats that?

upper burrow
#

Smash computer 😎

vernal forge
#

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.

bright kiln
#

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

#

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

bright kiln
#

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

bright kiln
#

how to brain?

covert spade
# bright kiln https://pastebin.com/fFtzg26L

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.

covert spade
# bright kiln I'm back. How does this script look? Scriptname WeaponsMasterScript extends Que...

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`

bright kiln
bright kiln
covert spade
#

commonlib NG is out of my scope of knowledge

bright kiln
#

Aw man 😦 anyways, thank you so much for this help!!

winged grove
bright kiln
#

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

winged grove
bright kiln
bright kiln
#

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.

bright kiln
zinc delta
bright kiln
zinc delta
bright kiln
winged grove
#

is there way to lower the slow mode thing?

zinc delta
winged grove
zinc delta
winged grove
winged grove
#

just bought skyrim ae now lol

bright kiln
winged grove
#

i ❤️ bethdsa : D

lunar lake
winged grove
bright kiln
#

bethesda genuinely is a good game studio. i haven't heard like a single (credible) negative thing about them in years

worldly ore
#

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

gentle owl
worldly ore
amber fjord
#

hey where can i share some mods that ive made?

gentle owl
gentle owl
amber fjord
#

fair

#

i uploaded them i just want share them here so people actually see them

barren thunder
#

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?

fathom hare
barren thunder
#

the toolbar is there but theres no object menu or render window

fathom hare
#

What game? Starfield has some quirks with multi-monitor setups.

barren thunder
#

fallout 4

fathom hare
#

Try nuking that file anyway.

#

Or rename it so the CK doesnt use it

winged grove
#

soo my dragon follower(baby alduin) is gonna tell everyone a dad jokes XD

barren thunder
lament pilot
#

Does fallout 2 have an active modding scene?

fathom hare
#

probably not

trim adder
#

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?

trim adder
#

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.

lament pilot
dawn wharf
#

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

trim adder
# dawn wharf Has anyone else's game been crashing when trying to load a save? I am using crea...

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

dawn wharf
#

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.

trim adder
#

Is that all on the same save? That could be the issue

trim adder
#

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

oak finch
#

do i actually have to downgrade skyrim now or are most mods good to use if i dont have AE

thorny lark
#

I had an idea for a fallout 4 mod, and a nice little tidy up on fallout 4 weapons lore

dawn wharf
# trim adder Statfield at least has the option to Unity jump, which clears a lot of data in y...

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

green basin
#

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

winged grove
#

what type of coding does skyrim use?

balmy ingot
balmy ingot
junior glade
#

Any news on Skyrim creations becoming achievement friendly? 😊 My wallet is ready!

oblique estuary
barren thunder
#

idk why but the render window freezes when i have both the sky and lights enabled

#

it works with one or the other tho

gentle owl
#

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

trim adder
trim adder
#

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

trim adder
# gentle owl im using skyrim new ck

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

bright kiln
#

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.

gentle owl
median shard
gritty thistle
#

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?

chrome vortex
#

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.

junior glade
#

@chrome vortex are you aware that verified creations can be achievement friendly?

junior glade
#

Achievement friendly verified creations are different from legacy creation club content.

marble lily
#

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

sour plaza
#

How has nobody made different landing pads yet.

trim adder
#

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

viscid crystal
#

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.

blazing fable
#

What do i neeed to do to play modded fallout 4

opal raven
chilly prism
#

Or an XSX. Not every Xbox mod is available on PC.

warped hill
#

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.

trim adder
#

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

junior glade
#

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 🙂

chrome vortex
#

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

opal raven
#

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.

junior glade
#

They're not appearing under structures for me 🤷

opal raven
#

Only costs 1 Aluminum to build

#

@final bolt There isn't research tiers or Skill requirements for the Jars either right?

final bolt
#

Nope

#

Just had someone test it for the xbox and it works for them just fine as well

opal raven
#

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.

junior glade
#

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.

opal raven
tropic spear
#

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?

slender berry
junior glade
#

@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

final bolt
#

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

junior glade
final bolt
#

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

junior glade
#

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!

final bolt
#

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

junior glade
#

😭 🤘 That's so cool! I'm planning on living in the clock tower!

junior glade
# final bolt That actually might be the problem

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!

final bolt
#

Thanks ❤️ I honestly hope you do

opal raven
junior glade
junior glade
# opal raven Load it dead last. Or above mission boards.

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!

lofty coral
#

Any one got a Discadia link for omen outpost I gotta look into some mod info from them

ancient latch
#

Please make sure the videos posted are following the #rules, that includes profanity.

#

(sorry, I did think it was funny though)

north schooner
#

What is the best way to receive feedback from console users?

rich kiln
#

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. 😅

covert lion
#

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)

covert lion
celest juniper
thorny lark
#

there's also a subreddit for skyrim xbox users if that's your main base

final bolt
#

@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

celest juniper
#

On the one hand, damn, on the other hand at least you now know why that guy wasn’t seeing them

final bolt
#

Yep

silver badger
#

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

junior glade
#

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!

trim adder
#

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

covert pelican
#

Ignore the ones the CK barks about in vanilla and just stay focused on yours.

trim adder
#

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.

trim adder
#

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

glossy aspen
#

quick question what's the input script number for mouse 5

thorny lark
#

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

ancient latch
sudden junco
trim adder
#

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

inner needle
#

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.

thorny lark
rich kiln
inner needle
rich kiln
#

I don't have a PS5 so I can't advise on where such setting is, unfortunately.

trim adder
#

Anyone know why the editor would hang when trying to precut scrappables for a specific cell?

willow shell
#

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?

rich kiln
willow shell
trim adder
#

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

trim adder
#

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

floral cape
#

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.

trim adder
#

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

fallen copper
trim adder
#

See if the bak file works I guess. About 4 hours back, maybe it's fine

trim adder
#

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

trim adder
#

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

trim adder
#

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

trim adder
#

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

trim adder
#

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 😴

blissful sail
#

guys i have a question how i downgrade fallout 4? cuz

oak token
trim adder
grizzled kite
#

gog has a simular feature

hidden iris
#

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

orchid crater
#

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

slow charm
#

Fo4 Creation Kit Next-Gen patch when?

slow charm
noble elbow
#

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

trim adder
noble elbow
#

@trim adder thank you very much I'll try it

wooden plank
#

Could someone help me troubleshoot something please

indigo geode
noble elbow
#

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

trim adder
# noble elbow I've posted the pics in the screenshot and video section

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.

slow charm
#

I feel like I’m missing something

Im too lazy to watch a tutorial and Im trying to make a cell

fiery fern
#

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

slow charm
#

True. I gave in

#

I’ve started work on the Weapon models

fiery fern
#

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

azure gyro
#

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

azure gyro
#

niceee, thank you friend!

rugged kettle
#

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

rugged kettle
#

yeah ill DM you rq cuz this discords rubbish about pics

rich kiln
rugged kettle
rich kiln
#

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?

rugged kettle
#

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

rich kiln
#

Were you entering it via GetForm or GetFormFromFile?

rugged kettle
#

would xx01AEA4 work in GFFF?

rich kiln
#

Depends on the index value.

rugged kettle
#

if lucien was 15 and i counted right then BCE is 10

rich kiln
#

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.

rugged kettle
#

hmm got two resposes back "either 00000001 is not a valid formID or 1001AEA4 is not a valid file name"

rich kiln
#

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?

rugged kettle
#

no for a sword im useing the additem command

#

king says it aint ESL or atleast shouldnt be

rich kiln
#

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.

rugged kettle
#

gimme 10 mins to bash that in XD

rich kiln
#

np

#

Is the item a unique with its own dedicated reference ID or no?

rugged kettle
#

right so that got me past the first stage so now i just punch in the ID?

rich kiln
#

Correct. The ID minus the index.

rugged kettle
#

should be its own i belive
so 01AEA4 instead of 1001AEA4

rich kiln
#

You can strip the leading zeroes after the index so just 1AEA4.

rugged kettle
#

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

rich kiln
#

Ok, my next question: Is 1AEA4 the item's BaseID or RefID?

rugged kettle
#

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

rich kiln
#

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.

rugged kettle
#

im gunna try OF024606

rich kiln
#

mmk

rugged kettle
#

is there a "Help" function in DM?

rich kiln
#

Not yet. That's what I've been trying to finish. 😅

#

It would otherwise be quite helpful right about now.

rugged kettle
#

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

rich kiln
#

mmm. you probably got the same blurse i do. endless visualizing of things.

rugged kettle
#

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

rich kiln
#

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...

rugged kettle
#

my off switch is fueled by petrol and caffee

rich kiln
#

iirc petrol = fuel?

rugged kettle
#

yeah petrol gas dead dinosaur go go juice you name it

rich kiln
#

I see. KusaNoted

rugged kettle
#

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

rich kiln
#

oh, the moving mannequins thing.

#

I could've swore USSEP had a fix for it?

rugged kettle
#

so did i then i got jump scared by one of them when i turned around

rich kiln
#

Hmm. Perhaps LOTD needs a compatibility patch? Possibly a conflict or maybe LOTD has their own copy of mannequins lacking said bugfix.

rugged kettle
#

lowkey wish i had it recorded XD woulda been a cracking bug report

rich kiln
#

I've never used LOTD so unfortunately I can only guess.

rugged kettle
#

it seams like theres 4 of them that do it so i have aptly named them Clarence, Ursula, Nimrod and Todd

rich kiln
#

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.

rugged kettle
#

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

rich kiln
rugged kettle
#

wait lydia is base game right so aslong as nothings touching her she will always be 01 right?

rich kiln
#

Usually (99.99% of the time), yes.

rugged kettle
#

wait now im wondering if shes 01 or 00 gimme a sec (runs to wiki)

#

ok shes 00

rich kiln
#

00* Yeah. I forgot for a moment that 01 is Update.esm.

#

discord what in tarnation

rugged kettle
#

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

rich kiln
#

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.

rugged kettle
#

yeah im on AE

#

So i gotta figure out what number my load order starts with XD

rich kiln
#

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.

rugged kettle
#

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

rich kiln
#

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. snap

rugged kettle
#

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

rich kiln
#

Hmmm.

rugged kettle
#

if thats right then BCE is actually 14 and lucien is 20

rich kiln
#

OH I see what you've been saying now. The "02" is on the baseID, correct?

rugged kettle
#

no slot 2 as in the placement in the load order on screen like in my screenshot

rich kiln
#

Oh.

#

Oh right. It doesn't show the base game files in the creations menu, does it?

rugged kettle
#

yeah those items arnt there sadly

rich kiln
#

Fun.

rugged kettle
#

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

rich kiln
#

What item specifically are you trying to access?

rugged kettle
#

a sword called venzahkrii

#

im gunna try another code OF024606 and see if replacing OF with 14 works

#

flips table

rich kiln
#

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. BBthink

rugged kettle
#

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

rich kiln
#

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.

outer summit
#

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:

  1. 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
  2. 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.
  3. 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.
  4. Add new weapons, Wakizashi, Dai-Katana, tanto (dagger basically), dragonguard grappling bow,
  5. 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
  6. 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).
covert pelican
# rich kiln I could've swore USSEP had a fix for it?

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.

ionic lotus
#

I need help, where do I get the Jetpack ring at?

dusty moon
#

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?

neat seal
#

VaultBoyConfused Crafting Freedom Anniversary Edition and the standalone Armored Necromancer Robes and Hoods, have issues with Khajiit race. For mod Author ShadyBunny.

timid linden
#

(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?

candid basalt
candid basalt
#

Thanks so much, i think last half year was worth it 😁

honest field
#

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 😊

north schooner
#

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. 🙂

trim adder
opal raven
honest field
opal raven
pliant lark
#

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?

opal raven
pliant lark
opal raven
#

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.

pliant lark
opal raven
#

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.

pliant lark
opal raven
#

Good luck!

honest field
opal raven
#

See how far you can get on your own with a few small mods. You'll be surprised.

chrome cypress
#

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

honest field
#

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

placid folio
#

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?

rich kiln
#

Seems somewhat possible.

#

The main catch being that it might not be viable for VC if it ends up requiring SKSE to function.

honest field
cold marsh
#

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

pulsar herald
#

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

pulsar herald
opal raven
pulsar herald
trim adder
#

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.

honest field
pulsar herald
compact marten
#

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

runic wagon
#

Has anyone managed to figure out how to get material swaps to work for Fallout 4 after the next gen update?

trim adder
trim adder
# pulsar herald Yep, I've noticed. 4 days work just undone. So I am building a starstation that ...

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.

north schooner
#

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.

rich kiln
#

At least, that might be the problem.

hasty cargo
#

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?

covert pelican
rich kiln
#

I see. E_think

lament pilot
#

When setting up mo2 what should I put as server location

#

What does it mean premium and free

rich kiln
lament pilot
rich kiln
#

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.

lament pilot
# rich kiln Correct.

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?

lament pilot
rich kiln
#

If you mean the runtime executables those will be in your Add/Remove Programs thing.

lament pilot
#

Sorry for being a tech idiot btw, thanks for the help

rich kiln
lament pilot
past summit
#

@wintry oriole Does the Re-Cut series add Nord Hero arrows?

wintry oriole
wintry oriole
# past summit <@206445158273646593> Does the Re-Cut series add Nord Hero arrows?

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 👀

past summit
past summit
#

I think just making them craftable would suffice

regal iris
#

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.

upbeat kelp
#

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

thorny lark
young iris
#

Can some one tell me why I can’t get any mods and have space

frail ocean
#

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

icy sierra
frail ocean
north schooner
oblique estuary
#

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

thorny lark
#

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

ripe notch
north schooner
oblique estuary
oblique estuary
north schooner
#

I'll try BSArchPro, but having to copy all files into a separate folder structure is not practical.

oblique estuary
north schooner
#

I'd rather learn how to fish. 😛 How do you do it?

oblique estuary
#

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

north schooner
#

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?

oblique estuary
north schooner
#

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... 😭

oblique estuary
#

Yeah... I don't know why you are uncompressing a BSA using an archiver..

north schooner
#

Because I just want working voice files on PC, how hard can it be

oblique estuary
#

Did you FUZify them first?

north schooner
#

I put all of them in there

#

Wav, lip, fuz

oblique estuary
#

Why...?

north schooner
#

Because my voice files don't play on PC

oblique estuary
#

You just need to convert voice files to fuz and you can use that, delete the wav and lip files after the conversion

north schooner
#

I did

oblique estuary
#

I'll be able to help you more if I can see the files, and the BSA you packed

north schooner
#

Latest bsa build hasn't gone through, will have to restart the CK.

#

If it fails again, I'm PMing you.

oblique estuary
#

👍

north schooner
#

I think it works now but I'm not 100% sure I did it correctly. 🤔 -> PM

lament pilot
#

Is a 3050ti with a i5-12500h enough to run Rudy enb??

north schooner
#

Are spells a good reward for doing something or are there already enough verified spell packs and no need for more spells?

rich kiln
# north schooner Are spells a good reward for doing something or are there already enough verifie...

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.

knotty delta
#

anyone think a new vegas remaster is coming anytime soon or should i play it for the first time now with some mods

covert pelican
#

Chances are that would be up to Obsidian and they've made no mention of it.

hasty cargo
#

is there a good tutorial or example for setting up and using GameplayOptions? ("GPOF" in the creation kit)

frail ocean
spiral prairie
#

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.

rich kiln
#

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.

spiral prairie
#

Has anyone done extensive modding of FNV? I have a couple questions.

final bolt
#

Yes I has

thorny lark
#

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

final bolt
#

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.

thorny lark
final bolt
#

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.

thorny lark
#

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

final bolt
#

you'd edit the cells that play it as I stated in my message above

thorny lark
#

Hm. Alright I'll try finding all the individual cells

final bolt
#

it'll be a pain but that's the only way without out right replacing it completely

thorny lark
#

Got it. Thanks

final bolt
#

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.

mighty drum
#

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!!

quaint heart
#

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.

waxen musk
#

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.

quaint heart
#

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?

waxen musk
#

Interesting!

junior glade
#

Will achievement friendly mods ever come to skyrim and fallout 4?

rich kiln
#

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. sakurajuicebox

#

Or do the main modded playthrough first then hunt achievements afterwards once you feel you're "done" with the game.

junior glade
#

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.

quaint heart
#

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.

rich kiln
#

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. PaimonCookies

quaint heart
#

I agree completely

#

I kinda just wanted to share how I only 100% Skyrim with Creation Club

rich kiln
#

Ah, I see; well done. SadAyakaThumbsUp 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.

quaint heart
#

Oh, I remember at the time Creation Club stopped being achievement friendly, unless that was confusion at the time or they later fixed it.

rich kiln
#

Doesn't ring a bell, tbh, but maybe.

snow crypt
#

Is there anyone that is a Playstation skyrim creator? And can help me with a debugger for my quest?

floral mortar
#

Hey guys, where can I learn papyrus if I want to make my own scripts in the CK?

rich kiln
floral mortar
rich kiln
#

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.

floral mortar
#

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

thorny lark
#

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?

unkempt hedge
rich kiln
unkempt hedge
#

Ah, thank you very much! I found the uesp creation kit wiki :)

uncut badger
#

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.

fiery fern
#

my understanding is they spam upload the mods until it just kinda gets through

rich kiln
# uncut badger Guys, there's some major BS going down and I am sick of it so someone come and e...

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. penth Any chance you could clarify it for us, Carto? RuanMeiPeek

uncut badger
rich kiln
#

Possibly.

uncut badger
#

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

fiery fern
#

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

rich kiln
#

reddit
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).

uncut badger
#

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

covert pelican
#

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.

rich kiln
uncut badger
#

it jeopardizes their relationship with Sony
Bethesda had me write a paper on it

#

years ago, of course

rich kiln
#

I just haven't cared enough to actually watch said video as I'm not interested in risking my account for anything.

uncut badger
#

I still have it. I wrote it so I'm keeping it

covert pelican
#

I watched the video and even with seeing them do it I'm still not sure how it works.

fiery fern
#

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

uncut badger
#

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

fiery fern
#

using exploits is a great way to no longer have a working relationship with the devs

uncut badger
fiery fern
#

was fixed first thing monday morning lol

uncut badger
#

hahahahaa

fiery fern
#

I still look back on that and feel so badly for basically nuking the teams weekend

uncut badger
#

I assume they knew about the bug but hadn't gotten around to fixing it because it wasn't being significantly disruptive?

fiery fern
#

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.

uncut badger
#

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

fiery fern
#

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.

uncut badger
#

just that one time she posted screenshots of the stolen assets so it was hard to ignore

fiery fern
#

thats rough, its hard to call out people you know on asset theft

uncut badger
#

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.

uncut badger
#

like if someone wants new eye colors or one guy wanted me to make his character look like a famous actor

#

nothing super fancy

oblique estuary
#

Nothing wrong with that btw

rich kiln
#

Depends entirely on the details.

hasty pecan
#

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?

strange ridge
#

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

strange ridge
#

Or just lux and lux via

hexed minnow
#

Anyone use Magenit - Somber Tune?
Am doing an update and would like to ask questions or overall feedback

small hamlet
#

Question, why would a mod be payable with credits and not be achievement friendly yet? I need to pay attention apparently… but why?

cursive wigeon
#

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

leaden marlin
#

Correct, but not the other way around. No free mod can be achievement friendly

cursive wigeon
#

well, there are a few but they're officially uploaded ones from bethesda, like the blackout skins, deimog, at hell's gate, etc.

pine ivy
#

hello

#

i want to set tk dodge to be shift+asd but i dont have the key number

rich kiln
small hamlet
#

@old rivet the magsnipe mod isn’t achievement friendly anymore after update

old rivet
thorny lark
#

Hey anyone else ha ing the issue with the zone99 mkd for the clothes making NPCs lose most of their body

half glacier
#

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?

left lichen
compact marten
#

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

merry walrus
#

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

strange cove
#

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!

placid folio
#

Question, how do I tag or @ a user / mod author in a mods' comment section?

vapid pine
#

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

vapid pine
#

thanks allot it finally works

merry walrus
#

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.

west radish
#

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?

placid folio
#

@agile tundra

Have you already recorded the next Grey Cowl of Nocturnal 10th Anniversary video?

placid folio
#

If so go back to the Way of the Thief and find and look through all the chests.

atomic quail
#

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)

Nexus Mods Forums

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...

atomic quail
#

no one got anything?

atomic quail
#

of all the non-game breaking bugs I could have gotten, it had to be the one thats unsolvable

covert pelican
#

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.

atomic quail
#

is there a known cause for it?

covert pelican
#

Nope. We've picked at various possible causes but ultimately there's not much to be done about it if it refuses to cooperate.

atomic quail
#

😔

#

welp, is it known to be random or if I start an entirely new game with the exact same mods it will recreate it?

covert pelican
#

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.

atomic quail
#

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

rich kiln
#

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.

atomic quail
#

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

rich kiln
#

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. sakura 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. TeriSip

atomic quail
#

I mean, I wouldnt mind

#

Depends on how complex it gets

rich kiln
#

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)

atomic quail
#

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

atomic quail
#

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

rich kiln
#

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. TeriSip

atomic quail
#

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

rich kiln
#

I suppose then there's a chance it could still happen, then, unless you already progress past it before it gets the opportunity.

atomic quail
#

(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)

rich kiln
#

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.

atomic quail
atomic quail
covert pelican
#

We can only fix what we can directly reproduce, and we've thus far been unable to do so.

atomic quail
rich kiln
atomic quail
#

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

covert pelican
#

Well you could hope for figuring out how to make it happen every time and then we'd be able to do something. 😛

atomic quail
#

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

rich kiln
#

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.

covert pelican
#

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.

atomic quail
#

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

rich kiln
#

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 BBthink

covert pelican
#

If memory serves it picks a guard via an alias so you'd have to script move him after that's been done.

atomic quail
rich kiln
#

Damn, now I can't remember the name of that mod.

atomic quail
#

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?

covert pelican
#

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.

atomic quail
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I see

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but in that event, should it be easier to repair?

covert pelican
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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.

atomic quail
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Maybe

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I'll test it out some more just to be sure

rich kiln
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Immersive Citizens. That's the one I was trying to remember.

atomic quail
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Nope, don't have that one

cursive wigeon
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nobody click that it's a fake link

rich kiln
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aye, submitted a report to modmail. seems the moderators are busy/away at the moment, though.

cosmic spoke
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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.

uncut badger
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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?

covert pelican
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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.

uncut badger
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And yet in the past 6 months Bethesda hasn't been enforcing that restriction at all

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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

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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

covert pelican
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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.

uncut badger
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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.

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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.

covert pelican
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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.

uncut badger
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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

covert pelican
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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.

dawn rain
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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.

inland swift
gentle owl
uncut badger
uncut badger
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Not me personally but anyone who posts a mod with external assets is at risk of getting banned

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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

gentle owl
uncut badger
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Because they issued multiple press releases saying it was not allowed

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And the CK reiterates that it's not allowed when you go to upload a PS4 mod

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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

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So you see why "arbitrary enforcement" is rather irritating in this specific scenario

gentle owl
uncut badger
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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

gentle owl
uncut badger
# gentle owl from what i rember sony lost a case recently that might be why external asset mo...

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

covert pelican
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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.

gentle owl
uncut badger
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Technological issues was never the reason. There is no hardware limitation. The Playstation is just as capable as the XBox

covert pelican
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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.

uncut badger
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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

covert pelican
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Given the way that firs press release is worded PS users should be glad that .esp files were even allowed.

gentle owl
uncut badger
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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

gentle owl
uncut badger
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licenses they didn't want to provide, yes

gentle owl
uncut badger
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That perspective makes them look weak since Microsoft said do anything you want just don't change the game rating

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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

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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.

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It was only the exodus of cashcows that got us any mods at all

gentle owl
gentle owl
uncut badger
# gentle owl 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.

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You don't even need access to the account, the payment info is all they need

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He lost over a thousand dollars in games and hardware easily

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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

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You'll never see me give any money to Sony because of that. They cannot be trusted to safeguard their customers. Only their shareholders.

gentle owl
uncut badger
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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.

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Not something I can forgive Sony for doing just because he wasn't mentally competent enough to defend his own interests

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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

gentle owl
uncut badger
# gentle owl i think ps players should be able to mod there games as they want,is there a rea...

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.

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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.

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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

covert pelican
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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.

thorny lark
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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

uncut badger
thorny lark
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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