#modding-general
1 messages · Page 23 of 1
Which is illegal in this context. Therefore, you can redistribute his content all you want
He broke the EULA
What does this have to do with Bethesda modding?
It doesn’t. But if the owner of said content breached the EULA
You’re fully in the right to redistribute it
That is not how it works. At all.
It is lmao. Copyright laws don’t apply if you’ve accepted to a EULA that clearly states you don’t own what you make
And this has nothing to do with the prior topic anyways.
Oblivion’s EULA forbids modding of any sort
Again, that has nothing to do with the prior topic. Oblivion was not the topic, but rather BGS's stated stance on uploading content to their service, for which permission is required. If you're looking to just start arguments for no reason leave me out of it. I have better things to do.
Is this a joke?
Bethesda literally published Oblivion

They do this in the EULA for all of their games
That include Bethesda’s creation hub
This is literally on topic
The EULA forbids the distribution of mods, in favor of creation hub mod distribution
I wonder why that's the case. TES games are in big part popular because of their extensibility and modding community
It’s obviously because of the creation hub
What would be the point of it if mods could be distributed for free?
they are distributed for free atm
Not illegal but against the EULA,
Companies cannot write law, they can write TOS, EULA and other contracts they wish to but its not going to be illegal if You break them.
Its going to be only against their regulations, meanning that thye have to prove it in court that You violated their EULA...
Whats even more important is that they need to prove that You were provided with the EULA, thats why for example server in Minecraft wont start unless You change the value in a file - unless something changed in recent years.
Because without that change in the file they dont have a prove that You were knowing EULA and You knowingly broke the terms You agreed upon.
@rich kiln
EULA - End User License Agreement
Its agreement between You ( End User ) and the company that wrote the Agreeement, that during use of the product You agree to these terms,
If You don't, then You cannot use the product at all - or however its satated in the agreement.
Now, this conversation started about ripping some weapon from other game,
And it highly depends on the rules that company established, sometimes some assets can be used without permission.
For example, You were talking about ripping sword from Witcher 3, its game made and owned by CD Project Red, and well, their assets as Meshes, Textures etc. are not allowed to be used for free in other games, BUT, if You want You can use their Music for non commercial projects ( Both Witcher3 and CringePunk ) ofc. Credits must be given to the CDR but in case if You want to use Witcher 3 Music, You dont need to ask for permission ( as long as ur project is non commercial )
I never tried Gogot Engine, but their license allow to use their assets in any games and any engines, meanning that if You find something useful in Godot Engine, You can use it in ur mod without asking Godot about permission ( MIT / CC0 License on Art, Music even source code )
Btw. going back to the "Illegal" word for a bit...
Illegal is reserved for the Law only, not for the agreements between people or companies. :x
"Not allowed", "Breaking agreement" are better words for this...
Hey guys, let's get back on topic please.
Would love to see achievement friendly paid creations for both Skyrim and Fallout 4! 😁 There are so many that I'd buy.
Hey so I have an interesting bug... Vladimir only gave me the one temple mission and that's it. I've continued with the main quest line and the powers page says I have 12 undiscovered temples but there's no associated quests and no prompt from Vladimir. Is this a known bug from any particular mod? Any ideas would be much appreciated
Hello. How uh.... do I start trying to make mods? My creation kit won't start.
- You haven't said what game this is for.
- Make sure the creation kit is installed in the game's main directory.
skyrim se, and it is
If you are using any kind of third-party antivirus or firewall software that sandboxes applications you'll want to set exceptions for SE and the CK. Same thing for cloud storage apps like OneDrive (OneDrive is known to mess with Skyrim's files for some reason).
Thanks.
Is there a way to force TES construction kit to open in dark mode without installing Mica?
While I do not know, it might help of you specified which game you are talking about
So I am looking to replace a ton of sound files for Oblivion remastered. I have experience and ssoftware for sound design, but I am not expeirenced with modding. How do I get my sounds back into the game? I already unpacked the sounds and stuff, now I want to run a test before continuing.
Hello everyone, I managed to replace one sound from the .pak file. Below is a tutorial on how to do the same for possibly any other sound found in the .pak. Note: This might even help you understand other file locations within the .pak file that do not show up in FModel, more on that below! Note ...
CK for Skyrim AE. Can't get bsa to load to make a port to Xbox.
(make sure your data folder is empty before doing this)
Extract BSA.
Repack BSA in CK with all files extracted.
Upload to BGS site to convert to Xbox version.
They may have used a 3rd party packer that borked things. If that doesn't work, contact the author for files.
I used archieve tool to pack files. CK won't allow files to pack says achlist archive files. Some files show, but missing many.
Did you accidentally pack an .achlist file? That doesn't belong. .bnk, .ini, .achlist, and .dll cannot be added to an archive.
I extracted the files to data. Many aren't showing up in create archive.
And when you drag and drop them into the window, they are bringing up errors?
Not a valid file type.
folders are meshes, Scripts & textures
You cannot add a folder from the CK. You have to grab the stuff from inside the folder and drag it in.
Have to open every sub folder and drag to ck. Worked, but slow process.
Once you do that, you can build an achlist from it by exporting it.
Thank you very much.
You're welcome. Good luck with your port.
After I pack files and choose upload it says no archives selected. I have include archives checked.
Hello. New to Discord. Where do I go to request mods for Skyrim and Starfield for Xbox X? Thanks in advance.
Sounds like you might want to close out the CK and reverify the files. Something's bork-y.
After packing files it shows a archive, but adds to the name. still says no archieve to load.
files 2 missing. Had to download new scripts.
Hi there! Starfield Creation Kit: Would anyone know how I could link two containers in different places to the same storage?
Get error you are submitting a mod to xbox that contains no archieve. I checked use archieve on upload along with esp. All I can upload is esp.
Really quick instructions:
https://docs.google.com/document/d/1DtuGnjP7GteantdmrzYO30vpbMwBKgp4ZeIUr-Q6QSY/edit?usp=sharing
I'm not having any issues on my end. All the screenshots in the above are from a quick test upload. So I'm not sure how else to help. If you follow the instructions, you should be able to upload just fine with an archive.
(apologies for the chickenscratch handwriting on the images. Today is a bad day for handwriting.)
Does anyone know a mod for putting classic oblivion into windowed borderless, or just stopping it from crashing with alt + tab? I could only find 2 mods for it- both by the same person and both are garbage
playing in windowed or fullscreen is killing me
Are you a synth? 🤨
sigh
Piper's newspaper is so problematic.
I think the Enclave shall have a talk with this "piper" you speak of
Can someone help me change my dogmeat’s name to bronx in Fo4 Please?! That is my dog’s name and i currently changed dogmeat to a black lab like mine! So this would just make me so happy!
im on a mission to do this just someone point me in the right direction lol
How hard would it be to create a glow in the dark arrow mod for oblivion remastered? I remember loving the Skyrim mod for it, really helpful seeing your arrow in flight.
my obliovion remasted get crash I have 500 mods , is there a way to know the folder or log file that lets me know which mod causes the crash and why?
I was reading through the Playstation Network TOS. Turns out playstation specfically allows User Generated Content and third party assets lol. So does Zenimax in their TOS 😭 😂
The tool is broken is my interpretation after reading everything. Nothing in EULA's or other TOS's regarding disallowing user generated content.
6.2. User Generated Content. We may provide functionality that allows you to create, post, or transmit content such as text, messages, comments, screenshots, pictures, photographs, voice, music, videos, streams, gameplay and game-related information and other materials created by you or others, and/or shared by you or others, via PSN or select Third-Party Services (“UGC”). By utilizing such functionality, you grant SIE a royalty-free, perpetual, global license to use, distribute, copy, modify, display, and publish your UGC for any reason, without further notice or payment to you or any third parties. You further authorize SIE to sublicense its rights to any third party, including its affiliates. You hereby waive, to the extent permitted by applicable law, all claims, including any moral or patrimonial rights, against SIE, and its affiliates for SIE's, its affiliates, or any third party's use of UGC. By creating, posting, streaming, or transmitting any UGC, you represent and warrant that you have the appropriate rights to use, create, post, distribute, and transmit UGC and to grant the foregoing license, and that doing so does not infringe the rights of any third party or violate any law.
6.3. We reserve the right to suppress, block, hide, remove, or delete any User Information or UGC at our discretion, and to report any illegal UGC and related User Information to the appropriate authorities.
6.4. You agree to cooperate in resolving any dispute that may arise from your User Information or UGC.
Your (mis)interpretation doesn't change reality; Bethesda specifically set up the CK to not allow uploading custom assets for playstation mods. If it was truly a bug preventing it they would have addressed it back in 2016 when SE was released and in any of the 9 years that have passed since then. The contents of EULAs and TOSs also don't necessarily include all policy decisions and other agreements which are not needed to be stated in software usage and licensing documents. 
But they are aware of the workarounds and have taken no action. The software is stated to be used “as is” in the CK EULA and “as is” you can upload.
They have removed mods for lack of permissions and allowed them to be reuploaded. That is them taking a stance. I am currently waiting on more information from Bethesda themselves.
I consider it a workaround considering the content is allowed in the TOS. Have you read through all the documentation? There is nothing there that would implicate MA’s or Porters.
And you can’t just say that there are implications, you have to provide verbiage from a source.
Bethesda even made a point in the Anniversary Edition release to include an additional asset pack of default scripts and other assets for the use of playstation mods in particular. If the CK were not set up to intentionally exclude custom assets from playstation then such an addition would have no reason to exist.
But that is just an opinion. Reality is the current TOS for both companies specifically allow the content, and Bethesda is allowing the workaround within their own tools.
...
That is a made up opinion that is just limiting a single platform for no reason. There is now precedent, set by the company itself, that the content is allowed. There is also legal documentation for users that specifically ALLOWS third party content from both companies.
I can go look at TOS for PlayStation back in 2016 at the time of SE release to see the differences. I’ll do it later cuz I have to find it.
The TOS allows you to upload "user generated content". A .esp file qualifies as user generated content.
There is still a policy in place that originated with Sony where anything more than that is not allowed. Anyone circumventing this is using an exploit and risks getting themselves banned when they get reported for it.
That policy has NOT been rescinded btw.
What policy? Please link it
I have spent days reading and I see no such policy listed publically anywhere, so I see no implication to MA's or porters in general.
The policy listed in the CK when you attempt to upload without using the exploit.
That is not policy.
Actually it is.
says who?
The prohibition listed there is precisely because of that policy. Says Sony.
You just said the CK popup was the policy, then referenced a policy that doesnt exist. That is poor QC....In 2016 playstation did not allow third party asetts in the same way, that is likely why it exists.
If you doubt this, go ahead and upload something with prohibited assets and when someone reports you for it, don't be surprised when you get banned.
It will not be banned these mods have been reported many times by individuals. That is the precedent Bethesda has set.
You have no way of knowing what has and hasn't been reported.
That's not information we as users of the site have access to.
. Game Mods
Content also includes Game Mods. The term "Game Mod" means downloadable, user-generated Content developed or created by You or a third party using an Editor Tool (as defined below). In certain cases, as determined by ZeniMax, Game Mods may be made available to other users of a Service or a Game and in such cases, such other users may download the Game Mods from ZeniMax or third parties and use such Game Mods in connection with playing a Game or receiving a Service from ZeniMax.
@real sphinx would you be able to add any information here?
That verbiage encompasses things beyond an ESP @covert pelican. As well, this is a debate, not an argument. All love.
While I agree the popup in the ck are a little sketchy, the public verbiage from both companies is much more clear. And I know I keep saying this, but the precedent is now set that these are allowed, as they have been removed for lack of permissions from reporting in the past, and reuploaded after permissions were established. I have even reported mods without permissions myself.
The tool can be used "as is" and "as is" you can upload external assets through a workaround. A workaround that is known by the company in question. In 2016 these things were very gray reading the 2016 Playstation TOS, likely there were limitations in place. In 2025 however, PSN TOS clearly allow it. No other public documentation references UGC besides that one from what I can find.
My bet is that they know its fine, but dont want to spend the resources to update the CK tools because there is now a workaround. Likely an update will come to build ES6 hype and all will be much clearer. I hope I can get something in writing.
That argument doesn't work. Otherwise when people were uploading stolen mods and nothing appeared to be getting done about it, your logic would conclude that stolen mods were allowed on the service. That's patently absurd.
No because stolen content is specifically disallowed in the TOS.
By both companies in fact
"I found an exploit in the system that they don't appear to be enforcing" is not really a good argument to go with and it's a pretty rotten hill to want to die on.
I'm not dying on it, geez dude chill. I am saying the content being uploaded is still in alignment with the TOS and the EULA for the CK does not specify how to use it.
As Arthmoor said, the CK displays it explicitly. I couldn't remember the exact text offhand so I loaded the CK up to check. Here: https://i.imgur.com/7DSJu2v.png
Yes I am aware of the popup. I am saying the popup was likely put into place based on the Playstation rules in 2016, and Bethesda has taken no action to update it, even though Playstations current rules are much more clear.

PlayStation's rules have not changed. UGC is UGC. You are allowed to upload a .esp file. They are allowed to restrict you to ONLY uploading a .esp file.
There is now a workaround that is being exploited yes, but that exploit doesnt hae negative intention.
No let me forward what I posted above, the playstion network TOS are very clear
It's an exploit. All exploits of this nature are considered malicious access.
Mods for Bethesda games are not served through PSN (and I read your wall of text already)
What I'm saying is that I dismiss your argument based on that wall of text. It's not relevant to the situation.
That's your argument yes? or is it not? Im confused now man
Because you're going back and forth.
Where do i send Bethesda mod requests
You are allowed to upload a .esp file through Bethesda.net, and that's considered User Generated Content.
You are attempting to bootstrap an argument that's not grounded in reality that this somehow now extends to being allowed to also upload BSA archives to go with it.
What game?
Fallout 4
That is not what their TOS says
These five words in my head, scream "Are we having fun yet?"
The PSN TOS isn't in play here. What Bethesda's site allows is.
We haven't reallyhad fun with Skyrim since 2012 🤣
Their site does allow it though. I can go to Bethesda's website and look at mods using third party assets. I have had discussiosn with CS representatives at Bethesda and they have acknowledged that they exist (yes I know its better to be in writing, but good luck with these guys) I can also read their TOS and EULA's and see that they do not disallow content based upon platform anywhere. Yes their CK requires a workaround to upload, but it is to be used "as is."
That is a broken tool that needs to be fixed. Not malicious intent.
So to say that it is "definitely not allowed" is, at the very least, a disservice to reality. And for me to say that it is "definitely allowed" is also a disservice to your experience.
Exploiting a bug in the code for something that interfaces with a remote server is considered a computer crime in most jurisidictions. You should probably be glad all that will happen is getting banned from the service over it.
You appear to be deliberately ignoring the fact that it's expressly NOT ALLOWED by the program.
@fossil citrus I'm pretty sure Carto is on vacation right now. Maybe someone else on staff could comment on this instead?
But I am making the argument there is no risk to MA's and porters because the black and white from Zenimax in no way states that this is not authorized. The only thing that makes an argument is a single popup inside of a tool, that isnt in alignment with their public policy.
Either way, arguing in favor of the use of an obvious exploit isn't a good stance to take.
He would be the best one, since he has all of the information.
Exploit? or workaround? I might have agreed with you several months ago. But considering the contents of the mods being uploaded are not in violation of terms, and in conjuction Bethesda is aware of this exploit or workaround, then I am not so sure. Malicious intent needs to be established to consider this a crime imo. Bethesda. if they care, can update quickly.
Since it's just you two having the discussion, can you take it to DMs, please?
Yet they take no action. To me, they have taken their stance. Why would they care if the content is allowed by both parties? Go ahead and upload some NSFW content and report it, itll be gone within hours, ask me how I know, because I got NSFW content with externals removed, and it happened quick.
Yes sorry about that thank you.
No problem, I forgot Carto was on vacation.
he's arguing that the program does not reflect the intentions of the actual TOS i'm sure you understand that, i get it's not a good precedent to work around rules enforced by the program. It's a question of if it is a missed deprecated limitation, that is not needed to be limited in this regard no longer.
Thank you
Now my gf is asking why I’m looking up poopsicle on the internet. Thanks poopsicle.
Does anyone know if installing Pak-only mods affects save files in Oblivion Remastered?
I know esps do and aren't safe to uninstall in most cases
does anyone know what is causing this? when slow time is activated bumping into NPCs will send my player flying. is there an actor value i can edit to prevent this? or to make the NPCs go flying when bumping into them?
https://cdn.discordapp.com/attachments/1149031917111492608/1379638759351521310/Starfield_2025.06.03_-_21.50.08.05.mp4?ex=6840f838&is=683fa6b8&hm=3ad0bc5dab4d478251e22a0a3d04167269733c9856e540b229c58cd9b8abf720&
the slow time thing in this clip is from a mod but it happens with the starborn power and aurora's slow time effect
Anyone got a guide or video series on modding 3/NV on Linux?
any ideas i should do?
is there a basic tutorial for a dev who wants to get in to modding FNV?
hello experienced modders,
from your experience, which type of mods contribute to longer load times on game startup on skyrim SE?
The large ones. Loading times are based on how big the content is, not what the content does.
And really, unless it's several GB in size I don't think most people are going to need to worry about it.
Why are the actual good Oblivion Remastered mods buried? They're near impossible to find unless you know the name of them already.
Like ColdTyrant's mods. They're great, but buried under hundreds of "unlimited carry weight" and "arrows weigh nothing" and "mage's guild quest fix" mods that all have hundreds more endoresements and downloads.
Mods that add new forms to the Game, for example - new armors, new weapons, new locations etc.
Mods that are based mainly on scripts or are re-using vanilla resources takes no time to load ( well, pretty much no time )
Main point of interest would be Quests and new Actors as these are quite big classes, Statics, Movable, Spells are less important as they are simpler classes.
Btw. new textures / meshes are not slowing down game startup, they are loaded as they are needed ( otherwise You would need ~20 GB Ram to even run Skyrim, and with mods You would likely look at 100+ GB Ram requiment 😛 )
So new textures / meshes will not change how long game loads, but may change ( if they are having higher resolution or not generated minmaps ) how long new locations load
Unless these are like common textures... for example character textures... they are loaded all the time and since game need to show player it must also load the textures for the player character 😛 and keep them all time loaded... so the character textures / meshes may affect game start time, and not affect game loading screen time ( when changing locations )
yuuuuuuppp
or OOO for example is out in a nicely ported (albeit limited) form
but again, covered up by little pointless tweaks wrye bash will be able to do on its own when it comes out LOL
That's a amazingly helpful comment. Thank you!
So does the beta break mods?
You mean the new May update? Depends on the mod.
The beta for what?
Oblivion Remaster
Beta seems fine with mods that don't require UE4SS for the TESFormInjector functions.
UE4SS itself has an update that works with the beta.
thats cool, i got NL tags on everything but i remain vigilant
Also if you've got mods that need OBSE64, those won't be functional until that updates. Which isn't likely to happen until the beta goes final.
Would making a eye texture taller in size for the height make it blurry when tested ingame like in Wind Waker? The dimensions of Link's pupil is 96x96 and my edited texture of that looks blurry. Would making it higher then those numbers fix the problem?
UV maps are mapping with floats between 0.0f and 1.0f ( at least in standard model )
Meanning that if Texture is 64x64 and the X point of the vertex on UV Map says 0.5f then the point would lay on the 32 X
When the texture change to for example 100x100 then the point would lay on 50 X
Meanning that You can change resolution and UV Map would remain the same... however, if the mesh is quite wide and You make texture taller, for exmaple instead of 512x256 for the eye You make 512x512, then the UV Map would get a little... confused I would say
Because Y points would be still located based on the floating value then then translated to the mesh, meanning that game would have quite the fun determinating which pixel goes where on the mesh to the screen...
Generally if You want better texture keep the original ratio and just uniformly scale it up, for example from 256x512 to 512x1024
96x96 is 64+32 so quite a weird texture resolution, unless its baked into alias...
Hey, idk if anyone is familiar with this mod: https://www.nexusmods.com/oblivionremastered/mods/1700?tab=posts
I really cannot for the love of thalos stand the frost sound effect, after a diving accident a couple years ago sounds like this really destroy my ears.
I only posses basic knowledge of altering and modifying in construction kit. Does anyone know how to replace a sound effect or if possible could you make a mod that mutes this for me/ or replace the sound with the one from skyrim
So make texture size bigger or make the white part more bigger?
Scale the texture keeping its original proportions, ofc. as You scale it up You may want to either use AI to fix it or You would have to fix it manually, because based on which transform algorightm You use it will look better or worse.
Ofc. keep in mind that shaders and rendering likes the base power of 2 resolutions like 32 64 128 256 512 1024 2048
So GPU can perform better ( for many reasons ) with these exact resolutions
if ur texture is 96x96, best if You bring it back to one of the base 2 resolutions like 128x128 or 256x256
Oh, do I keep texture for the pupil same size but make more white around image?
Yea, idk why its blurry. I did try scaling texture to 128x128 but it still looked bad. Is it because I edited it in paint 3d?
https://youtu.be/QrNumT2HCvM?si=yXDQZ2z583UFmG2q
Is there a FO76 mod that can tell me what weighs the most in my stash?
Who makes apparel mods? I was wondering if someone could make some firefighter turnouts
Can anyone recommend me quest mods for Skyrim on Xbox?
what output template would you use to create textures for skyrim in substaince painter.
Anyway to make eyes double size?
This is what got me thinking what I can do with TESA: Redguard: https://www.youtube.com/watch?v=BahULQDXGas&t=65s
Things are now better than ever and they keep getting better! Daggerfall has come a long way over the last couple of years and Daggerfall Unity itself has fully released. Graphics mods, gameplay overhauls, and more are now pushing The Elder Scrolls 2: Daggerfall to newer heights. If you want to support the channel, buy games using this GOG refer...
You might like Miasma it's a new quest mod, Helgen Reborn got a console port recently, other than that id recommend Wyrmstooth, Falskaar, Project AHO, Carved Brink (Project AHO created Carved Brink)
Thank you!
There are lots of quest mods for Skyrim
Your best bet would be Google quest mods for Skyrim, to get the names and just search em in Skyrim Xbox mod menu
Id recommend beyond Skyrim bruma but for me it's way too big to even be viable on console modding as we only get 5 gigabytes of modding potential
I have my load order filled up now, and I added some of your recommendations to it. I agree about Bruma, fortunately I've played it before so I can have room for Falskaar
Falskaar is a solstheim sized new area mod with a quest line and a bunch of side quests in it too
I haven't played it in years myself, I am planning to finish the bards college expansion myself
I was gonna add the bard college expansion but didn't have the time yet
Same, also wish the script extender worked on console
Hey guys, I'm struggling to understand why the ModManager won't see my mods installed
I've installed them in my game directory, then I made sure the modmanager saw them, but they don't show up on the mod manager
Which mod manager and which game?
which mod manager? and are the mods already installed and used for the game? did you install em manually?
I need help locating the SFX file name for damage health/magicka/fatique spells and its subfolder for Oblivion Remaster. If you are skilled in Fmodel i hope you can help me. I am looking to replace this file with a custom one.
Ive so far located every single sfx for magic part from this one
This server is for discussing BGS games. For Doom modding, you should check out the official id server: https://discord.gg/DOOM
Would anyone knows why i got a crash when usin the tes construction set with old oblivion, when tryin to add a new message in the info box of the topics of a quest?
Im gonna play oblivion for the first time and im searching for something like mods i heared that leveling is broken and the game have some bugs (the old oblivion not the remaster btw)
Hey, I just uploaded my first mod on nexus mods. I could use some beta testers. It's primarily for other modders, to get the id of objects in game and lock levels. It's a free mod for Starfield
https://www.nexusmods.com/starfield/mods/14060
hey all, I seem to have encountered some annoying problems with my habs and equipment, they all have keywords but for some reason when in the ship builder they don't get recognised
If you are referring to my post, it doesn't do "Static" objects or miscellaneous items/junk items (fans, cups, etc)that doesn't "react" to bullets.
It detects things like npcs, some furniture, creatures, doors, basically if you can interact with it, it should be okay.
Interior things like walls that aren't affected by bullets won't be detected. I think in order for that to work it would need to have a trigger for each and every item that is "static".
What is your "use case"? Maybe I can add something that could be more beneficial to you. At the very least it'll give me something to consider for future updates
I fixed my keyword issue on my mod as irritating as it was lol
I will have to see if it can work with a keyword. I still haven't understood the power of the keywords yet. Thanks for the suggestion
@hearty fern Keyword are useful an irritating, I created my own for my mod so all the amended ship parts had its own tab, but then the game didn't regconize them as the part, removed the custom keyword and it worked lol, now i am having an equally irritating issue where the door plugs don't remove in game lol
haha, the price of education. I'm sure you'll figure it out. What are you using to learn? Yt, ai, mentor, etc
how do you add mods to the Windows Xbox version of Fallout 76?
How does one add an array in script as opposed to CK.Is there a way to do it inline like
int[] value = [1,2,3,4] etc?
I am looking to mod Oblivion remastered but bjorked my game on my first mod. Is there any resource available to help with this. I was trying to install flora and fauna mod but the game wouldn’t even boot afterwards.
Did you try to deactivate the specific mod and relaunch the game? It may help.
I did the manual install f the components as required. It was easier to just wipe the game and restart.
ah okay. You may want to consider using a mod manager. It tends to make the process a bit easier
I have loaded with vortex
ah okay. Hope you have better luck with the next mod
I am mainly using Youtube, documents of steam forums and the standard trial and error lol
you can create it anywhere but you can only declare it inside of a function or event by using "new". Like so:
Function DoArrayStuff()
MyValueArray = new int[0] ; creates a new array with length 0 and assigns it to MyValueArray
MyValueArray.Add(1)
MyValueArray.Add(2)
MyValueArray.Add(3)
MyValueArray.Add(4) ; Now MyValueArray has [1,2,3,4]
EndFunction```
https://falloutck.uesp.net/wiki/Arrays_(Papyrus)
Quick question about melee combat. How does it work. Feel like early on I do very little damage. I am level 9 and encountering groups the require me to run and try and heal up. I get this is game play but I am getting hammered. I am using mostly light attacks and then blocking. I just do very little damage and the. Occasionally I nearly one shot someone! Am I missing something son for the head and I do little damage legs are the same… I think I am missing something about the games mechanics.
you may simply have the difficulty too high, oblivion's level-scaling is a pain at times and especially on higher difficulties.
Did the new remastered patch break mods?
thanks, and thanks for the link. I'll look into it
Most mods seems fine for me, check the Nexus comment pages for the ones you use
Yo is it safe to make a separator for the CC contents? Like making one at the very top for all the CC stuff that come with the AE using MO2
yeah, separators dont affect the game
Nice, tysm. One more question, please. I have two mods that need one to be the first in load order. When I use the MO2 built in LOOT it just doesn’t do it right.
i dont think MO2 supports adding rules to LOOT so you'd have to manually move it afterward
you could also use xEdit to add one as a master to the other
not really the ideal way to manage load order, but technically works
You generally don't want to use MO2's built-in loot anyways (unless you have a very basic setup). You can just install the full LOOT tool then run via MO2 and it'll let you do a better setup of rules etc for LOOT which then applies to your current MO2 profile's load order.
@onyx rain Would you be Spartanwolf67 on the Bethesda site?
Id be very happy if achievement friendly paid creations came to skyrim and fallout 4!
Also if starfield received an achievement friendly paid creation for adjusting movement speed to feel more like skyrim!
Nexus got sold and many people are concerned about paywalls and bloatware (including me). Any other places to publish mods besides Bethesda.net?
Oh no, it got sold. That's so unexpected...
||/s||
ah balls.
i mean dude has been running it for 24 years, i'd be sick of it too lol
" What additional monetization will be added/changed on the site?
Monetization is hard and Nexus Mods is a complex platform. What matters most is continuing to support mod authors, delight users, and keep the lights on. We’re not changing the core model. No aggressive monetization. No paid mods. If anything, we’re aiming for fewer ads, not more. We’ll take a community-first, listening approach, and we won’t compromise on what’s made Nexus Mods special.
Concerns around general statements about early monetisation of games industry start-ups
Hosting billions of mod files and running the infrastructure behind Nexus Mods isn’t cheap. The site was “monetized early” back in 2007 with premium memberships and honestly, we think it was done right. It enabled healthy growth while supporting the community.We have no plans to change the core of how premium works. It gives users choice based on their needs — and that’s a good thing.Ads? We’re not fans either. They’re a necessary trade-off to keep the site running, but our goal is to reduce them over time, not increase them."
ofc, things can change..... but i don't see reason to alarm yet
Modding involves a lot of passion, and I fully understand why some folks are worried about the change in ownership at Nexus. It's not just a place folks host content, it's also an important community hub.
I'm not going to fault folks for being anxious, but speaking personally I don't see a reason to be concerns. I quite enjoy working with the folks at Nexus, and fully expect to continue enjoying it even with the change.
I think it'll be fine
...Probably, they at the least won't have paid mods because that'd be against Bethesda's EULA
They added a stickied comment from the new owner answering some questions:
https://www.nexusmods.com/news/15301?comment_id=155643499
If they are to be believed, there will be minimal changes at least for now
Would so much love to see paid verified achievement friendly creations come to skyrim and fallout 4 🙏 😁
is there a FO3 mod that updates the graphics?
Think your best bet would be a Tale of Two Wastelands modlist
Or you can wait for the rumored FO3 Remaster
If the FO3 remaster is real I will preorder that day one
Anyone here have any experience with the mod joy of perspective?
Hey @tired ocean I sent you a DM
Im not sure if this is the right channel to ask this, but is there any resources on making animations for Skyrim SE? I found one on reddit but it was very convoluted. Any help or directions would be appreciated!
Character, static, or material ones?
Character, im wanting to create an animation pack for scripted scenes
Hi there! i'm trying to add sound effects to my mod in Starfield CK. Is there a way to link sound effects to specific objects, or to an area?
On Xbox skyrim SE, is there a way to revert back to the former mods section and not this money grabbing creation crap?
You gotta just search for mods. Kinda stay away from the Creations.
Problem is, im out of the loop with the all time popular mods so I don't know what to look for. I guess I'll have to watch some random YouTube video or Google a list. 😮💨
What mods are ya looking for
Probably a little bit of everything. What's the most popular graphics world overhaul mods these days? Like an all in one that will improve detail on trees, add some grass and better detail on road signs kida stuff.
Then I need to find out what is the best 2k skin texture. Will probably use cbbe and xp32 skeleton with physics. Will need npc improvements, shiny weapons. Yeah, a bit of everything
Xbox or pc
xbox x skyrim se version
My Mod List
——————————————————
Patches - USSEP |
Graphics - Graphics Pack | Add On - Landscape and Dungeons | Treasure of the Ancients - Coin |
Armor Retexture - Nordwar AIO (SWF) ((needs Simple Workaround Framework)) |
Sounds - Immersive Sounds Compendium 3.0 | Immersive Sounds Compendium 3.0 Fix |
Character Creation - Better Male Presets |
Miscellaneous - Cheat Room (XB1) | Cheat Room - Anniversary Patch |
That's a good start 👌😊 thanks.
For some reason the Gang’s all here won’t load
anybody know how to import blender models into nifskope
You've got to export them as .nifs first
if by "blender models" You mean like *.blend then You can't, it is Blender File and it's readable only by blender... as it's project file...
NifSkope allows to import *.OBJ files too, but importing them will well... not provide You with much more than just a flat geometry without textures...
You can later use CK to apply texture but the Material will be still missing...
I looked at that tool but the latest version doesn't support 4.3
You mean Blender 4.3?
Well... sometimes You just have to use older tools...
Despite me playing on AE and making mods for AE, I still use Skyrim CK LE, and then I just use SE CK to load and save ESP to make SE convert it to Form 44... same with other games, there are new Unity but I simply use Unity from like 2010 because it works with games I make mods for...
Blender isn't that heavy... so simply download older version of blender?
if I grab an older version of blender will I still be able to use the model I made or will I have to remake it?
Well on that question I cant really answer,
I have not made any new models for Skyrim since 2020, so I don't even have tools right now to test...
Best option is to simply test 😛
Currently I have NifSkope installed only to change Collision Layers to Dynamic cuz I like to move some objects dynamically with scripts xD
if You grab older version of Blender and use the plugin, You will be able to make meshes that works in LE for sure.
And well... its possible that they may also work in SE / AE but im not sure...
In terms of textures,
LE support only DDS BC3
SE supports both DDS BC3 and BC5
AE supports only DDS BC5
But idk if meshes passed thru any updates / changes :x...
-> https://www.nexusmods.com/skyrimspecialedition/mods/4089
You could try that, it should be able to convert NIFs for SE, but I dont know what it really does
Guess only option is to just try, also for clarification the model is gonna be used for a fallout 4 item
Ohh well...
It's modding general but I assumed Skyrim 😛
I never used Fallout and I have 0 knowledge about Fallout xD but both are using same engine - Creation Engine
So a lot of things are similar...
I dont know which version of DDS and NIF Fallout uses but if it was released around 2011-2018 then its LE like :x...
if after 2018 then its more SE / AE like... but well, never played Fallout and know nothing about this game xD
You've never played fallout 4? Good game to play with mods thats for sure, I'm sure it wont be super hard to figure it out, just gotta try and possibly fail I guess
Well... I never played any Fallout game :x...
I only saw few videos about it on YouTube, mainly the ones about new rendering and landscaping technology memes xD
Im TES player :x... Morrowind, Skyrim, Oblivion ( tho I didnt played remastered and will not )
Also it seem it works just using the project that I made in the new version of blender so I guess ill just have a copy for the purposes of exporting models into NIF's, also I recommend trying a fallout game, best one to start with imo is new vegas and just see if you like it, and about oblivion I'm just waiting for skyblivion to release
btw how do I actually eport the model into a nif with the tool you sent a link too? Do they have a tutorial or something on the github that I should look at?
You need to install the plugin into blender then go into plugins and enable it,
Then restart blender and in File tab in Export / Import You should see NIF
File -> Import -> NIF
File -> Export -> NIF
If You dont see them it means that plugin is either disabled in Blender settings or it crashed and blender didnt loaded it
Edit -> Preferences -> Add-ons
If Interface changed in the version You using just look around 😛
General idea is -> Instal -> Enable -> Restart 😄
do I need to do any uv mapping before I export it?
I believe that Skyrim would generate it in fly, after all it worked when I just imported .OBJ into NifSkope, but it worked in a way that Material was missing and texture was kinda off, but then again OBJ does include UV Map even if You didnt generated it in Blender
I was always just editing already existing models in Blender, never making anything from scratch myself,
But im 90% sure if You dont touch UV Maps in Blender, then NifSkope will produce some UV Mapping
guess ill just export it and pray
actually how do I select what game and version so I can export it?
Tbh. I don't know :x...
Like I said I was always only editing already existing models, by that I mean merging them together or cutting some parts away to make smaller versions of big meshes, so I was never rly looking into details :x...
I was just importing it, editing, and exporting without changes other than to collision and geometry :x...
If I were You I would just:
- Load any existing NIF from the game to Blender
- replace mesh of that model
- export it with changes under different name 😄
Tho if ur mesh is completly new then You may have some issues with materials...
Use some caution with that nif converter. It can occasionally render nifs unusable in that they can cause a CTD once they are loaded in-game. This most often happens with ones containing skinned TriShapes, but it can also occur with other types of nifs. Just make backups...
PyNifly works with the most up to date version of Blender and its easier to use than NifTools (neither will generate collision though)
how do i add morrowind script extender to mo2
Is it for Starfield as well?
Is there a way in creation kit to play a video sequence? like the vision in starfield, that is a prerenderd inengeine sequence. is there any workaround to play a video sequence in the games using creation kit?
You can convert object (.obj) files to nif with OutfitStudio. No need for cumbersome and faulty blender-plugins.
How do I get the .blend file converted to .obj?
Select the mesh you want to export and select "File -> Export -> Wavefront (.obj)"
In the dialog window you might need to check "Selected only" if you do not want to export all meshes
Does it all need to be in one object/mesh?
No, you can export multiple meshes as obj and import them into OutfitStudio
normals and textures are also supported.
If its all in one mesh would i still be able to pick and choose what part gets certain textures? The thing im making needs to have part of it have a metallic texture whilst the other part needs a wooden texture, would it work as being one mesh or would it be easier to have it as two meshes, one for the wood and the other for the metal
yes, that's possible. You apply the textures in blender. Blender can load dss-Files with the textures, Now, when exporting, tick "Object Groups" and "material Groups" in "Grouping" in the export dialog window.
I was thinking more like using a wood texture from the game since i can't seem to fund a good wood texture to match fallout
The mesh will be split into multiple parts, each can have another texture.
Yes, just get a dss-File with wood texture from the game files.
OK so to recap, the model can be exported as an obj, it doesn't have to all be one singular mesh, after exporting it i put it into outfit studio and export that as a .nif, than I do all the texture stuff in I assume nifskope
yes, correct. You need nifskope to set the correct texture pathes. That's it
When finding the textures I need what would I do? I assume grab a copy of the file its stored in and extract it via BAE but im not 100% sure if im right about that
Or would I use the creation kit for finding the texture i need
Extract the texture with BAE. You (only) need the "d" version of the texture. You can ignore "s" and "n" versions. Now goto "shading" in Blender load the texture file and assign it to the mesh. Now go to "UV editing" and wrap the texture on your object. When you export it, the correct assignment for the texture will be kept. Also, when converting to nif, the texture coordinates will be preserved. Therefore you only need to assign the correct texture-path in nifskope.
Will I need to unwrap the model at all?
Oh i can already tell, im making a model based on steel targets used at shooting ranges and when unwrapping the model it looks pretty bugged, is there anything I need to do to make sure it comes out right?
If it looks good in Blender it will look good in the Game too
As long as the model itself looks fine the uv map looking weird wont?
Actually, I don't unwrap the whole model but always some parts of it. That makes the process much easyer
Well, I mean, the UV mapping must be correct. Otherwise it might look strange...
How would i go about making the uv map accurate? The model is practically a steel plate with a wooden stand holding it up buy when unwrapping the model in uv edit it looks all jagged
The only advice I can give is to unwrap only parts of the model. Select some faces or edges and use "project from view". Then only the selected faces will be unwrapped. rinse and repeat... I'm pretty sure there are better ways, however, I'm not a Blender specialist 😉
Unwrapping is worse than rocket science
I do have a question, what's the reason behind needing to unwrapping models, is it so the model is assembled properly?
If you want the color of your texture to be correctly reproduced on the model, you have to determine where each color is on the model
The point is, that your model is 3D while the the texture is 2D...
If it uses the same method as Skyrim and Fallout 4, then it might be this: https://ck.uesp.net/wiki/PlayBink_-_Game
Can anyone help with editing a script
Don't ask to ask, just ask. 🙂
wise words
The worst DM's start with; "Hey can I ask you something?"
"Yes you can but I unfortunately have a one question policy and you just used it up 😦 "
jk ofc, but being straight forward is ace 🤘
Any way to remove [NL] from characters name? TES IV oblivion
I'm trying to make a workshop object that has animated features (specifically its a fish tank with fish swimming past) could someone point me toward a tutorial or something similar that could help me? cause im having trouble finding something along those lines
Hey, so I made a free custom fallout watch face for wearOS that uses the vault tec logo would that still fall under fair use? I tried posting it to facer and it immediately got removed for copyright infringement and I was wondering if it's something I should fight
No, you're stealing someone's IP if you don't have their permission to use it and upload it.
It's also part of branding. A business wouldn't want their iconic images to be associated with something the business doesn't approve of
Not really "stealing", now that I'm really looking into it the reason it got axed is because BGS already has fallout themed faces so it's this
[4. The effect of the use upon the potential market for, or value of, the copyrighted work
Uses that harm the copyright owner's ability to profit from his or her original work by serving as a replacement for demand for that work are less likely to be fair uses.] If BGS didn't already have em it would've been fine, I did learn something new so it's not all for nothing, maybe I'll remake it with a different logo so I can actually post the thing
Is there someone I can message and get some help/tips/pointers with making a mod. I have never done this before and would like to make a simple mod or two. I have no idea where to start
Some folks are trying to stir up drama in regards to Skyblivion by saying mentions of it get removed in this server
Sometimes people on the internet lie.
clearly though, that's not true
well, obviously. It's needless drama and attention farming
anyone know of some really cool but lore friendly dwemer mods for skyrim?
i have never play fallout 3 before is it any good?
If you play it with an open mind and enjoy it for what it is, yes.
i see i love playing skyrim tho lol
I don't know what that has to do with your previous question, but ok. 
hehe
Is there a mod to cast spells while weilding shield and sword like in Oblivion?
Depends on the game and what you wanna do, for anything fo3/FNV I suggest the official guides, starfield is basically fo4s Ck but turned to 11 and Skyrim is relatively simple but for someone new, I recommend starting small with like a player home in fo3 or FNV, it'll get you used to the geck and that version of the editor is far far less intimidating compared to starfield/f4s
Also YouTube has a ton of good stuff, especially if you end up using community resources like knvse and any flavor of script extenders
@urban dawn it's ok the laptop I have won't run the creation kit. I'll just have to wait until I can find someone to make the mod I want.
Can someone please get this to ps5 https://www.nexusmods.com/skyrimspecialedition/mods/147331
So Bethesda CS sent me back to their official discord server when I asked about external assetts on their platform. Who in the server can intelligently or officially speak to the rules regarding external assetts on Playstation?
in regards to Skyrim specifically.
points at Cartogriffi 
I was just curious if anyone was aware of why the creation format that has been implemented in starfield and skyrim still hasn't made its way to fallout 4? Seems like there has been an unreasonably long gap in its implementation and I haven't heard any news on why that is? Might be that someone here has more insight 🤔
Well for a start, maybe the Brotherhood may have taken over Project Purity after the Enclave were the first to push for it, it doesn't change their end motive but it does take away the Brotherhood's altruism from the base game. The modification could also be one idea within the Enclave while another part of the organization wants to use it purely for territorial power the same way the Brotherhood is.
What's the most newbie Friendly tool for creating and adding custom special effects and visuals to spells? Trying my hand at making a custom unique spell mod pack. Super new to modding so if theres any tutorials for unique spell mod making please link them or send them to me, any and all help is appreciated.
There isn't much documentation on visual effects for things like spells. You'll want Nifskope to start working on them. Some effects can get a bit more complex because they contain Controller Managers which manage the different states of certain spells (mCast, mLoop, mIdle, etc.) and the game is extremely picky about how these are done. Though there's more basic nif setups which are much easier to grasp as first. Honestly, at first glance they look a little complicated, but once you get it down in understanding how they work, you realize it's actually quite simple.
Also, I know there's a Houdini pipeline for Skyrim vfx, and I think it uses CK-CMD as part of it? If you have access to that, that would probably be preferable over trying to do everything from scratch in Nifskope.
The best way to learn for now is to open them up and pick at the different branches and blocks using Nifskope, then use the examples that Bethesda made to try and make your own.
So alot of mods have been coming out on creations and I wanna do a playthrough where I picked solar system and take it over and have outposts as bases on each planet. But before I do that I wanna do the 10 unity playthroughs and was wondering after the 10 unity jump, would adding mods to that save corrupt it 🤔?
Is there still no any way to tweak Havok collision models and bhkConstraints in Fallout 4 ? I've heard it uses different Havok branch that make difficulties with it, but maybe someone wrote the tool separately from Nifskope ?
would this work for obv remastered? cause currently im using blender and im having a horrible go with it.
I think you'll have to ask Sony about that, not Bethesda
Everyone keeps saying that, but Playstation Network has allowed third party UGC in their TOS since October 2020, so I don't know why everyone keeps saying that.
They keep saying that because the policy for Bethnet hasn't changed and only Bethesda or Sony can properly comment on it.
So I'd suggest taking Skyler's advice and asking Cartogriffi about it.
Is Creator that would be willing to make an Achievement Friendly version of M-Class ship building mod for Xbox Console? It would be awesome to have and make some bad ass ships
Since im new to modding and ive asked this in other places and still havent gotten a answer, can anyone tell me what i should be using (blender, nifskope, or unreal engine) to add/use different vfx for a custom spell mod pack? like i have stuff in blender and Unreal engine that i think would be cool for unique spells in oblivion.
I’m not sure anyone has the answer at this moment for Oblivion Remastered modding.
Tbh it would be too late for external assets for Fallout4 or Skyrim even if Sony allowed it. Most modders have moved on from FO4 so even if they allowed it now most modders wouldn’t come back to 4. But future Beth games could have external assets tho.
While some have moved on, there are many that haven't so to say that it is too late is definitely not true. It is certainly late in general, yes, but there are still more than enough mod authors who still work on both games (and more people who will yet become new mod authors themselves) that a change in policy on that would both be useful and generate results.
I didn’t mean everyone has left. There are still mods coming out for the game but the majority have moved on. It’ll would be interesting to see it make a comeback tho
Setting up to do mod authoring. Any developers here run on Linux?
Also, if anyone needs a PS4 tester, hit me up.
hey anyone up?
Yeah, what happen?
Just trying to let Bethesda or anyone who mods Oblivion Remastered know that the latest Oblivion Remastered v1.2 update will now cause crashes on all mods that edit meshes or add new ones!
They all crash with a similar "Bad name index" error,
"LowLevelFatalError [File:W:\Altar\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 1793] ObjectSerializationError: /Game/Art/Armor/Legion/SM_Legion_Helmet (0x6481C3214B298203) /Game/Art/Armor/Legion/SM_Legion_Helmet (0x6481C3214B298203) - BodySetup /Game/Art/Armor/Legion/SM_Legion_Helmet.SM_Legion_Helmet:BodySetup_0: Bad name index 16777216/8."
This will affect tons of people's games as the legendary mod series by HugAMuffin who replaces tons of helmets, shields, and weapon meshes with beautiful dark fantasy style versions all cause the game to crash when they are attempted to load now. Plus any other mods that added new weapons, like the Vampiric Curse Arsenal as well for example
I'm guessing since there's no "sound descriptor" in Starfield creation kit, and it seems the game is using WWise, custom sounds/music in Starfield are impossible? Also any updates on when the documentation will be available?
can someone help me
Learn how to add custom sounds to your Starfield mods with this step-by-step tutorial using Wwise and the Creation Kit scripting system!
In this video, I’ll show you exactly how to:
✅ Convert your sound files to the right format
✅ Set up Wwise for Starfield
✅ Import and configure your custom sound
✅ Create a Wwise Event for use in Cre...
Anyone have issues with NBO oblivion IV remaster? (crashing and no sliders)
wanted sylvanas armor but NBO makes bewbies tooo jiggly
I need some help porting a mod from nexus to bethesda. I have tried absolutely everything I can and nothing is working. Trying to port to SSE
Greetings evryone.
Some knows me as Aogara on the Nexus, less as Zwazo (Bethesda.net).
I'm glad to join the Bethesda.net modder community where I would 1/ provide translation mod for the french community (pc,xbox) and also 2/ some clothing and armor mod. I used to play and mod on Fallout NV, Fallout 4 and I am now moving to Starfield modding.
I'll be in your care 🙂
I kinda wish that Skyrim allowed for paid mods to be usable like in Starfield without disabling achievements especally on console does anyone else agree?
Wait a sec hold up this seems to already be a thing
no isn't...
Wanna know what's crazy is I taught myself to use the creation kit for Fallout 3 NV And 4 pretty easily then again I had pior experince with computers so using a laptop was nothing mise well welp nvm I'd have to go to colledge to become a computer tech nvm
And I told my self once I graduated highschool that I wanted to live my life out as a priest but that isn't going to happen either it seems as if God has other plans for me
Achievements are neat but irrelevant once you unlock them
Absolutely one thing I loved about Starfield was the mods with didn't impact achievements
I know but I just actually enjoy going out of my way to get them as a like challenge
i cant seem to compile any scripts either in CK or by using a batch file in the Papyrus Compiler folder. The TESV_Papyrus_Flags.flg file should be about 400kb with all the flags in it such as Globals etc but its only 1kb. I downloaded and installed CK on another computer and its still only 1kb its like its just a stub. According to chatgpt there should possibly be another folder called "include" with .inc files to work alongside the compiler with the flags in it but theres nothing. Any ideas whats going on ? Or where i can get a complete TESV_Papyrus_Flags.flg file or this "include" folder that chatgpt mentions. Because i cant see how i can .pex my scripts otherwise ? Or maybe i'm just missing..........a brain cell 🤷♂️ Tia.
ChaptGPT is being an idiot. The file is tiny at 656 bytes (~1mb). There is not an include folder or .inc files. There is likely nothing wrong with your flags file. Your barking up the wrong tree.
/*
Format is as follows (whitespace is completely ignored, index must be between 0 and 31 inclusive):
Flag <name> <index> // flag is allowed on all types
or:
Flag <name> <index> { <list of script, property, variable, or function> } // flag is allowed only on the specified types
*/
// List of flags for TESV - DO NOT EDIT
// Flag hides the script or property from the game editor
Flag Hidden 0
{
Script
Property
}
// Flag on an object designates it as the script the condition system will look at
// Flag on a variable allows the script variable to be examined by the condition system
Flag Conditional 1
{
Script
Variable
}
The compiler uses ANTLR under the hood which is probably where ChatGPT is getting it's wires crossed with suggesting the include folder and inc files.
i cant seem to compile any scripts
Thats not much to got on. Do you get an error? Post the exact error text.
Anybody got contact info for Richards_galexy
do anybody have contact info for chucacu trying to ask about the blood moon mod
is there a way to spawn a light dynamically? I tried placeatme() but it doesn't work. Any other ideas or method? For starfield
feel like explosions can place lights
Can anyone help? My Starfield mod needs a function: record the galaxies that the player has explored. I want to use a monitoring function to trigger a script to record the current galaxy of the player in a formlist. I have only found the OnLocationChange function, but there is a problem with this function. When the player travels from the orbit of one planet to the orbit of another planet in a spaceship, this function will not be triggered, probably because the player is always in the spaceship. So is there a better way to detect the player's "interstellar travel" behavior?
Would it be a lasting effect though? I guess I can browse through the object and see.
I never done what you mentioned, but are you using OnLocationChange, on the player or the SpaceshipReference?
If you're doing it on the player try typing it to the SpaceshipReference instead:
Event OnLocationChange(Location akOldLoc, Location akNewLoc)
EndEvent```
This may be another option in SpaceshipReference:
Event OnShipFarTravel(Location aDepartureLocation, Location aArrivalLocation, int aState)
EndEvent```
Thank you very much, I didn't think of this at all, just modified the code and tried it, it worked
OnShipGravJump() and OnShipFarTravel() are better. The Location in the callback value of these two functions is XXXX_Orbit, no matter how the player teleports
It's just that selecting the player's current ship in a CK Quest is a bit cumbersome, and it seems that each Quest can only load scripts for one Quest Aliases, even though a Quest can have a bunch of Quest Aliases added to it
If you mean the home ship for the player it's pretty easy to get in script
SpaceshipReference Function GetPlayerHomeSpaceShip() native global
```thats in the Game.psc
I figured it out. Explosion's script didn't have anything to work with and they mostly used SpecialFX instead of a steady light source.
OK, I have implemented the same function in CK using Quest. I have tested it several times so far and it is also quite stable.
excellent.
So, has the wiki (https://www.creationkit.com/ ) really been under maintenance since 2024?
Maintenance
That's what I got looking for skyrim. I'm guessing it's not the Skyrim wiki you mean, so what what's the address for the skyrim wiki you speak of?
Thankee
@ancient latch 🤙
Looking into it, one moment.
How much Blender use is required to create mods?
none if you're not making new models
Looking for the Realistic Aspen Trees mod for oldrim so bad I can't find it anywhere
Mb corrupted bruh, check ur mod file
Use the SSE version resave the .esp with the CK
Guys, I found that
"; Waits for the specified amount of time (latent) - Timer WILL run during menu mode
Function WaitMenuPause(float afSeconds) native global"
This function seems to have a problem. It does not implement "timing in menu interface" at all. At least I did not get timing when I tested it in inventory interface. I attached such a piece of code to a medicine:
While Utility.IsGameMenuPaused()
Debug.Notification("Timing will start soon...")
Utility.WaitMenuPause(10)
Debug.Notification("In pause menu")
EndWhile
After using this medicine, the text "Timing will start soon..." appeared immediately, but after waiting for 20 seconds, the text "In pause menu" still did not appear. Moreover, after I exited the inventory, I continued to wait for 10 seconds before the text "In pause menu" appeared. Does this mean that the function Utility.WaitMenuPause(10) will only time when it is not in pause menu?
I tested several menus, and basically
Function WaitMenuPause(float afSeconds) native global
Function Wait(float afSeconds) native global
These two functions behave exactly the same
Is the Utility.IsGameMenuPaused() function expensive? I'm looking for a native method to detect when a player exits the in-game menu, but I lack a function to control the frequency of polling.
I do not believe WaitMenuPause() works at all in Starfield. It is not used anywhere in the vanilla codebase which is a good indicator.
If you want to detect when the player exits any menu after an interaction, you can simply use Utility.Wait(0.1) and the next line will run as soon as the player has left all menus.
Alternatively, Utility.IsGameMenuPaused() is perfectly fine to use. The native game script DefaultPlaySoundAndImodOnEffectStart uses that function for detecting open menus and delaying effects until they are exited.
Edit: If the game is not Starfield, then Utility.Wait(0.1) is the simplest way to delay actions until menus are closed and should work the same in any game.
Hopefully this works for sound effects and music as that's what I struggle with and was after a tutorial.
Oh I was scrolled way way up, sorry for the @ lol
Lol, no problem
Thank you for your help
You're very welcome!
Hello everyone! I wish to try modding for Skyrim SE. To begin learning i tried to add new dialogue option for follower.
experiment 1: prompt response
in creating kit go to
quest -> DialogueFollower -> press add HelloGold -> response hello -> prompt hello gold -> ok -> save -> lauch game -> go to sven -> it works
experiment 2: some script
quest -> DialogueFollower -> press add HelloGold -> response hello -> prompt hello gold -> in script field in end textbox Debug.MessageBox("HF_HelloScript works") -> compile -> it generates
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 2
Scriptname HF_HelloScript Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_1
Function Fragment_1(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
Debug.MessageBox("HF_HelloScript works")
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
-> save -> lauch game -> it works
experiment 3: add external script
in vsCode create HF_HelloScript.psc with such content
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 2
Scriptname HF_HelloScript Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_1
Function Fragment_1(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
Debug.MessageBox("HF_HelloScript works")
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
-> copy it to game folder -> go to creating kit -> papyrus script manager -> find my .psc file -> press compile -> go the same way to my custom dialogue -> press add in script box -> add my script -> press save -> go to game -> talk to sven -> he responses hello -> but script wasn't executed
looks like i had to do something else to attach it to dialogue option to make it lauch, because now it doesn't lauch
Compile fragments from inside the Topic Info etc window avoid compiling externally. Also running quests don't like to be modified use a clean save
for the ps why are people releasing a ps4 version aswell as a ps5 version
I need help. whats the best mod organizer for skyrim
Is there any way to use SKSE on Steam without owning the original Skyrim?
Like- any way at all
No, and the SKSE that's on Steam is for LE, not SSE.
Hello guys quite a newbie here on the channel, I am a really hard player of Skyrim. In my life I work as EN>ITA ES>ITA translator, and since I've just completed a localization course I would love to test myself and my abilities translating some Skyrim mods in to italian. But I don't know how to begin from... I guess I have to ask the permission to the mod creator, but how to contact him/her? I am proficent with MemoQ but I would sincerely need a step-by-step guide since it would be my first time ever translating a mod. Obviously i will do the job for free. Seems a creation kit is neede? what is it?Thanks to whoever will hep me!!
vortex if you want an easy modding life, mod organizer 2 if you dont. they both can do the same. you can more easily arrange load order in MO2. but you also gotta deal with all the hassle it comes with.
if akActivator.getItemCount(ClawToPlace as form) >= 1
What does "as form" mean, does it mean the formid or is it refering to an item on a formlist?
It’s casting to a Form object.
Can you explain what that is?
It’s a type conversion. Let’s say ClawToPlace starts off as a Weapon Form. By casting to a Form, you’re reducing its properties back to whatever the cast as is - in this case a Form. In Bethesda games, “Form” is the most basic object type. All types inherit from Form (Weapons, Potions, Books, etc).
And GetItemCount() requires a form type not a weapon hence the cast, i.e. from the CK wiki:
int Function GetItemCount(Form akItem)
We don’t have to do the cast, but I believe the compiler does.
Hello guys quite a newbie here on the channel, I am a really hard player of Skyrim. In my life I work as EN>ITA ES>ITA translator, and since I've just completed a localization course I would love to test myself and my abilities translating some Skyrim mods in to italian. But I don't know how to begin from... I guess I have to ask the permission to the mod creator, but how to contact him/her? I am proficent with MemoQ but I would sincerely need a step-by-step guide since it would be my first time ever translating a mod. Obviously i will do the job for free. Seems a creation kit is neede? what is it?Thanks to whoever will hep me!!
- A lot of modders are in their respective modding channels. So if you're looking to do some Skyrim translations you could post this in Skyrim-se-mods channel.
2 since you are new and need tutorials or step by step, then any translations you offer should be free until you grasp the system. This is just my opinion as a way to build up credibility, you can still charge if you want. - If the modder is familiar with the MemoQ system already or whatever is used for localizations, which I haven't looked into yet, you could just offer to translate their text and have them enter it into the mod themselves. Probably lower demand as ChatGPT can easily translate with fairly high accuracy if you go this route.
- Having a portfolio may help, whether it's just a facebook page or something to show what you have done. You need a way for people to find you and review your work.
- I believe in order for one to localize content they need the original file being modded, so you need to have the modders trust that they'll send it to you to localize.
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000000
0x00007ff76a7ba747 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff76a161cb1 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff76a161399 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff76a14fbb2 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff767e98b87 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff767e9bd43 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff767ea14de OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff767e93853 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff767eb74e6 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff767e9b9a0 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff767f19804 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff76803e717 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ff76803bca1 OblivionRemastered-Win64-Shipping.exe!UnknownFunction []
0x00007ffdcac6259d KERNEL32.DLL!UnknownFunction []
Crash in runnable thread Foreground Worker #2 how do I fix this?
wow. so i do a TON of modding for dayz. Whole maps, assets, models, scripting literally the entire game. I took a crack at creation kit and my god what a dumpster fire LOL how has bethesda not updated this to be modern LOL. my god you cant even fly around the map properly to edit and change the world its very clunky and feels ancient.
ill give it to you guys your working miricles here lol
The irony is that those of us who cut our teeth on Bethesda tools find tools for other games to be overly complex, and "too modern" for their own good.
Hi there! I have a question about Starfield CK ship hab snap disables. I have a table and chairs centered on a floor plug. I only want the table and chairs to disable if the player puts a ladder there from either ceiling or floor plug. But I want the table and chairs to remain if the ceiling plug is turned into a window. Is there any way to make this possible?
That data indicates a stack overflow error. Nothing is supposed to write to: 0x0000000000000000 So Either the installation is corrupted or if you have a mod - it was trying to write to protected memory. Its is NOT an OS issue (Like Windows OS or Linux, etc.)
question for new vegas
is there any mod packs in the same style of sinitar modpacks? (trying to get away form him, since his modpack is too much hard to mod, due to layers after layers of compatibility stuff
I thought that was just people being lazy about naming their mods. Are you actually seeing the same mod author release a PS4 and PS5 version of the same mod?
Hey I’m trying to save a test mod for starfield on ck but when I go to hit save the name is highlighted in blue and I cannot save the mod as an esm or esp has anybody run into this issue?
yes it is the same people releasing,for some of the mods there are different file sizes (only a few kb) some have the same file size on both,on the latest releases for ps page there are 3 mods that have a ps4 and ps5 release
maybe try change the file name if it is just a test mod
I tried that I think my computer won’t let me save I’m trying to find a setting on the computer that’s not allowing ck to save do I need to use a specific storage location maybe?
Thank you a lot for your advice.
I'm gonna repost the message in the appropriate channel. I am offering my translation services for free because i am a beginner in localization, because i love Skyrim and its mods, and also because I had the idea to put the translated mod in the portfolio, which is currently out of localization works. Since some companies requires a portfolio to apply to their job offers, my idea was to create one quoting the translated mods.
Thanks you a lot for any further advice!!!
Hi there! my custom shipbehaviors in Starfield CK aren't working. Would anyone be able to help?
I made duplicates of stroud empty habs for a custom ship I'm working on. I customized the habs, added them to my ship - they work totally fine in-game. BUT I changed the floor and wall colors of my habs, which doesn't match the vanilla hab doorways. So I duplicated the stroud/deimos shipbehaviors. I then duplicated all the stroud payloads and changed the swaps to match my stroud habs. I created a new SBship_manufacturer for my shipbehaviors. I added my sbship_manufacturer and payloads to my custom shipbehaviors. I added my SBship manufacturer to my interior and exterior stroud ship hab packins. For whatever reason, it doesn't work and none of the doorways function in-game. As far as I can tell, it's the same as vanilla.
Someone suggested to try 'Use Info' and I do see a difference, it looks like my shipbehaviors aren't being used at all for some reason, and I'm not sure why?
The snap behaviors are just the rules and don't inherently do anything. You still need to get everything properly linked up between the exterior and interior pack-ins aligned to how the rules are setup. Its typically expecting certain keywords on the habs (to identify what type of hab the module is hooking onto), and the portions of the hab you want the snap behavior to modify (keywords on ceilings, walls, etc. which will be detected during a snap and replaced based on the snap behavior rules).
Snaps occur on the exterior cell, which then applies the snap behavior rules at the snap point (a marker or a plug object) and interacts with the interior cell depending on what linked refs exist from the snap point, the hab keyword, etc. You directly apply your snap behavior to the moveable static or static in the exterior pack-in which will then be linked to the section in the interior pack-in being replaced by the rules you setup.
There is an issue in the CK. For statics, the snap behavior can be set directly in the edit window. For moveable statics, you can set it in the inspector only.
Use info, as suggested, will show snap behaviors attached to moveable statics and statics. Those objects then will be found exclusively in the exterior pack-ins of habs/modules, and then link refs will connect them to the interior pack-in.
Thank you for the extremely thorough explanation! I'm still digesting all the info, but it'll be super helpful today when I return to CK after work. I wonder if my mistake was adding my custom sbship_manufacturer to the interior packin too? Maybe it only needs to be on the exterior packin. I'll have to do some more investigating! Thank you!😊
yeah these new mods with external assetts require different ports for different game versions. Some of the mods release before ps5 or before external assets were ported might say ps4 and still be compat with ps5 versions. But likely, if it has external assets, there is going to be a ps4/5 vesion.
Hi I'm new to this and I'm trying to download the creation kit files from bethesda's website and they don't appear to be available and the page is offline I was directed here I was wondering what you guys know or if there's an alternate way to get the installer ?
The Creation Kit is available via Steam.
oh thank you i am dum
Does anyone know when SkylerModder plans to release the ‘big’ update for Debug Menu?
You should ask him. He posted literally two posts directly above yours. 🙂
Well, I was trying to avoid pinging or let alone asking him because I have already pinged him more than once a while back. Sorry.
@rich kiln
Hi, I just got here.
I noticed many tutorial links about the Creation Kit are broken.
It shows:
"This wiki is currently down for backend maintenance.
Any news will be posted in the official Bethesda Game Studios discord, in the #modding-news channel.
Thank you for your patience!"
May I ask, how can I find relevant guides here?
(I’m specifically looking for information related to Papyrus Compiler errors.)
Question: apart from the “Creation Club” files - can I move purchased creations out of the Steam folder and install them as normal mods? It's because i need to translate them into my native language ...
You can refer to this wiki
https://ck.uesp.net/wiki/Landing_page
It's for skyrim and fallout 4, but a lot can be transferred to Starfield
is it possible to mod the pc gamepass version of games or does it have to be from steam? im thinking about installing skyrim and starfield through pc gamepass but i dont know if vortex will work with those versions as the last time i tried with fallout it didnt seem to work 
You might need to adjust the install location for your mods but I believe it’s possible
alright, ill search around a little more and then ill give it a go, thank you

Good luck!
This might help, haven’t read the whole thing though
Does anyone know if theres a way to set the world time from a script? Like the time of day?
A quick skim didn’t show a function for it, but I suspect you could make one by getting the current time and then doing a quick bit of maths to work out how much time you’d need to add
Ignore my previous comment! Looks like Game Hour is a Global Variable so you can just directly set it to the time you want. Discussion thread here: https://steamcommunity.com/groups/SkyrimCKPublic/discussions/0/864961721730461084/
Thanks for the help 😄
Hope it goes well!
A brief word of caution (most relevant for Starfield but still applicable for other games) - setting game hour can cause time to roll back with varying consequences. The safest way to get to a specific time of day is to first get the current time of day and then use game.passtime() to reach the desired time.
thanks man
can this cause issues for quests in other games?
thank you !
It helps a lot .
@short grove Hi i noticed you were online earlier and in charge of community related things and creations, do you also handle porting permissions from game to game so long as both games are developed and published by Bethesda, I really dont wanna get sued. Thank you
i wanted to bring some things from skyrim into fallout in the near future without exposing too many of my ideas but i know the dangers of copying bethesda owned assets
Assets from other Bethesda games cannot be ported. You’ll have to recreate the assets from scratch.
alright thanks man
that really sucks theres probably gonna be issues with dimensions too
does that include all assets including texture files and such
you can port it just dont release it
Yeah don't port anything from other games
alright thanks guys
Idk if my ck is broken or not but is it normal for the skyrim ck to just freeze for 5 minutes at a time?
I didn't save and I'm scared to end task lol
Are you generating NavMesh? That can cause it to freeze up for a while
I don't really know how to do that.
Idk but I ended the task because I saw I did save it
When exactly is it freezing?
Just when I load a cell. I fixed it though. I found something on nexus called Extended Platform or something like that. It solved the issue
It wouldn’t happen by accident, but glad to hear you found a solution!
Ive never played any bethesda games before rlly. And i heard they were quite good with mods and i decided on 2 i might get.
Skyrim or fallout 4? Their both on sale and im not rlly sure which one to get.
Also do i need any of the dlcs for fallout 4?
Skyrim has much more mods and a way bigger variety of mods. Fallout 4 has less variety and slightly less but still a good amount of mods. Both games are really really good with tens of hours of vanilla gameplay each. Personally I'd recommend Skyrim due to the sheer amount (currently around 8.5 billion mod downloads and 6.3 thousand mods) if you want a good gameplay and modding experience. Fallout 4 I'd recommend if you're looking at the gameplay more.
Ah alright thank you. I'l probably buy skyrim since it looks pretty cool. Do u reccomend i play with an unofficial patch+graphical mods for my first time playing?
100%. It gives you the authentic totally not buggy version of the game. Most custom mods also disable achievements in the game so playing vanilla also lets you obtain those.
alright so from what I found out, it isn't really possible as gamepass locks some files.
so I just bought the game to make things easier, it was on sale
..now it's just time to find some mods
Someone told me to also use a serena dialogue addon? Not sure who serena is and why i would need that mod.
Oh apparently it lets me marry serena?
That sounds cool, im putting it on💔
The official Creation Kit wiki has been offline for over a year.
Fortunately UESP keeps a copy of the SSE and Fo4 ones, most of which still applies to Starfield. https://ck.uesp.net/wiki/Landing_page
how would one go about manually updating a SFSE plugin that uses DLL and PDB files and the like?
I've been working on and off on this for months and can't figure it out. Voice lines play in Construction Set but not in game. I've replaced everything with originals and/or have recorded my own voice line but there is no talking animation or audio in game. I've used extracted LIP file to check if it is that but nothing changes. any help i can get for this? add sound option under Sounds in CS does not open explorer to add it in, either
For the hunter born mod do I do the optimized or xb1 version I'm on console
With the Source and a good working knowledge of C++
starfield:
How do I display a msg.Show() where the choices are like a table as opposed to the bottom of the display box?
is there a limit on number of items in the shipbuilder menus? I added some mods and some of the parts I had before are no longer in the menus.
oops, thought this was the starfield mods channel
Hello all I was wondering if it’s hard to get into modding for Bethesda titles? I have Skyrim and fallout 4 on Steam but don’t have starfield except for pc gamepass version and it’s harder to mod for gamepass.
I hear it’s rumored that fallout 4 will get creation club but it’s not confirmed
I would theoretically make an expansion mod eventually like a game within a game I’m leaning towards a story based voice acted wave shooter (if fallout) or slasher (if Skyrim) I love horde mode in games that have it
And eventually make a roguelite where you need to explore a world that resets when you die but you keep abilities you earn idk if that’s possible though
I am brand new to game development and have never made a mod before
New to modding, trying to create my first mod, wanna make it a big one. Can someone tell me how to create an infinite ammo mod as well as an XP buff mod? I can’t find anything at this time online. They both are a big part of what I’m doing
If you want infinite ammo on a specific weapon, create a custom weapon and add the Never Ending Legendary effect to it. You could also apply an effect from certain foods or chems to the player via scripting to buff xp gains.
Also, since the main wiki is still down, you can use the copy posted earlier by Aflin
@thorny lark can you send it to me here, thankss!
Yeah. Hold on
so i download this, and then retry the gate to sovenguard download?
Yes. Set it up first. Connect it to Nexus
uh instance do i use, global or prortable
Either works. Just remember you can only use one portable instance at a time
well i only need to download 1 mod soo
I'd pick portable myself but it kind of depends on your preference so it's your choice
uh i cant post images here, i'll send it in dms
I don't check dms. Could you explain what's wrong?
uh some old mods r here
im gonna clear them out then download sovenguard
i will put the pic in screenshots and video
Wait, are you sure those mods aren't the ones you tried installing through vortex
they are
Get rid of them first.
how?
Through vortex. Trying to fiddle between both mo2 and vortex can be finnicky
Just Uninstall them through vortex itself
i already uninstalled vortex 😟
Without getting rid of the mods it installed?
Do you remember what directory it stored installed mods in?
Directory meaning file?
Yeah i thought it didn't install any mod so i just kinda deleted it
Well if you're seeing them visible on MO2, they definitely got installed. This is going to be problematic
they are visible in mo2
i selected them all, idk what button it is to delete it
Then they were installed. Correctly or incorrectly, they're there.
Find the directory where they're stored
Vortex's folder is usually stored in appdata
Check there
found the vortex, folder, do i delete the whole thing?
The one in appdata? Yes. Delete it
done
Then refresh mo2. See if the mods are gone
they are in mo2, but now they have like a error sign next to them
Ok. Try two more things. Open appdata and check the roaming folder. If there's a vortex folder there delete it
And also check the my games folder in documents to see if anything vortex related is left there
done
Check the my games folder one last time and then refresh mo2. See if they're gone now
wheres the my games folder?
Documents
only thing in here is skyrim
I think the folder hasn't been created yet. Ok, refresh mo2 and see if the mods are gone
look at #screenshots-and-video
still there, that is so weird
This complicates things. You shouldn't have nuked Vortex without getting rid of the mods first
yeahhh i messed up.
should i try reinstalling it?
i just opened vortex back up
I doubt that'd do anything. Try it. If that doesn't work you may have to reinstall skyrim itself
ok where do i go in vortex to uninstall things
Ok. There should be a purge mods button
i dont see it in plugins area
It should be up top next to deploy and rules
look at screenshots and video
Could you show me the tabs on the left side. I can't see them
Ok. Navigate to the mods tab first
Now you should see the purge button
i clicked it
but it there still in plug ins
Okay. That should get rid of the mods linked to the game. Now check if they're gone in MO2. Refresh it
look at the screenshot
Yeah. They're all disabled. You're safe. Now delete the mods one by one
where do i do that?
it says i dont have any mods deployed,
but i have stuff in plugins tab
That means They're not enabled. But I'd still recommend deleting them. You'd need to click the remove option for that
Select the mods in the mod tab. That should open up a menu, click remove
theres nothing in mod tab
Send me a screenshot. Let me see.
ok
The plugins tab as well
i found the problem lol, these plugins are creations i have downloaded on steam lol, i need them
: )
wait so do i uninstall vortex now?
Yeah. If the mods are gone and they no longer show up in MO2, Uninstall it
and then download gate to sovernguard througn mo2 yada yda
yeah the creations show up in mo2, i need them they help me in a playthrough, so i'll just click the check to enable them
Creations as in the in game mod menu or CC?
Cos CC content plugins are marked with a cc-before the name
in the regular game, creations menu, like when u open skyrim
The free ones right? Not the paid creation club items
yes there free
Yeah. Alright then, now install gts as usual
Make sure you connect to Nexus else the "download with mm" button won't work
yeah i connected with nexus when i downloaded, im gonna install in a bit
@thorny lark im trying to download it, but its opening vortex
let me try uninstalling and try again
Wait
ye its not a issue with vortex, i just need to set mo2 do default
Ah. You figured it out. Was typing that out
idk how to set mo2 to default...]
On MO2, head to settings, under Nexus there should be a button called "associate download with mm links"
I'm sending a ss
Sent
i see that too, what do i click?
ok i clicked it
Ok. It should work now. Download the mod
is it NXM link proxy, when u click download
Yes. You just changed it so MO2 handles those links instead of vortex
look at ss
Wait. If this is showing up. Did you check if you've associated mo2 with the SE mod page instead of the old version?
Where are you installing the mods from? Oldrim mod page or SE?
its set to SE, do i set it to SE launcher?
any other mods r from SE
No. No. Check Nexus. You sure the mod page isn't for oldrim?
im in the SE mod page
Ok then. That's a common cause for that pop up.
So now go into your MO2 folder where you've installed it, there should be an .exe file called nxmhandler.exe
Run it and select skyrim
where do i find the mo2 folder?
Where did you install MO2?
C:/Modding/MO2
Yeah. That. There should be nxmhandler.exe in that folder
ok
theres two nxm handlers
2? Both .exe files?
one is a document
Ah. Then open the .exe file
both are opening into texts/notepads
Hold on. I'm a bit busy rn. I'm sending a ss in about 15 mins
found the nxm handler, ran it, still wont work
I've sent a screenshot. Did you find this page after opening nxmhandler
yes
i selected the skyrim thing
Clicked on register?
yes
Ok. Now refresh nexus and see if it works
nope tried to download it did not work
I need to think about this. In the meantime just download it manually. Click on manual download
Then on MO2, select "install mod" from file and select the mod file you downloaded
where do i download manuall im searching around on the nexus page
See the screenshot i sent
i see that but where is it
its just a add collection button for me
Oh right. Collection mods need to be installed one by one manually. That's a hassle. GtS has like 1000 mods
yeah lol i'll just ask in the gts discord
That's probably for the best. Although I'm not sure what's going on with the nxmhandler. Never seen an error like that
Hello Bethesda and Bethesda modding lovers! I'm new to this server, and right now I have but one mission. I wish to learn how to make a mod, and then how to curate a modpack. I have lots of ideas, limitless time. I just need to get a good person who is an expert to teach me. I'm no good at learning from videos unless they are very thorough and specific. Please teach me. I will be an asset to the modding community and a resource for players. Just teach me!
The bulk of modding and skill building can be very solitary work. If you have a vision for what you want to build and are self motivated, then you will do very well. The best way to get good help is by asking good questions. Is there a direction that I can give you to start with? What game are you wanting to build content for and what did you have in mind?
Starfield is my current fixation. I'd like to learn how to make a mod sort of like "Catalyst", but what I really want to do is create a publishable modlist using the mods I love, and create edited versions of the mods so that they play nice together. For instance, there's a mod called "Avontech Black Sites", and there's "Darkstar Total Game Overhaul", and I predict there would be conflicts, since they both touch tiers of crafting beyond Superior.
I don't know for sure, though!
I'm immensely curious, and I've been playing Bethesda games forever, but I don't understand their scripting or the creation kit. I should probably start MUCH smaller, with a weapon skin, or a food item, just to get the hang of basics, then move along.
On YouTube, Darkfox127 and Seddon4494 are great starting points for working in Creation Kit (both walk through the basics of mod creation). The Skyrim Scripting channel is a decent starting point once you're more comfortable with base CK and want to experiment with a script extender or working in C++ to really expand how Papyrus (CK's scripting language) works.
hey all I am curious if learning to mod is difficult? I am willing to check out those youtube channels @drifting flax pointed out to learn what I can. I really like sci-fi and could see myself working on starfield mods or possibly fallout 4 mods. I dont have any grand ideas yet I just want to start small with limited scope and learn building up my skills. if anything i would eventually like to be a contributer to a bigger team
I have very limited experience with sort of game development I made a few basic creations on dreams ps4 by media molecule the creators of little big planet but that does not really translate to pc development
thanks in advance I appreciate your time. I mostly just want to know if its hard or too late to get into the modding scene
Anyone know a good resource for making clothing in Starfield? Youtube video, or text tutorial is fine
Hey has anyone had an issue with the ck not letting them save
When I hit save it highlights the name of the file i wish to save but won’t save I think I’m missing a step
I solved the issue but ran into a new one, does anyone know how to upload a creation to Bethesda.net, I uploaded and it said upload complete but the mod isn’t showing up on the creations page, do I have to wait for someone from Bethesda to check it?
Jae, as no-one has answered your question, I'll offer my advice fwiw (I've published mods for Skyrim and Starfield). I wouldn't describe making mods as "hard" but it is time-consuming; there is a steep learning curve and development of a mod involves a lot of trial and error because the games are quirky and don't always work the way you expect them to. Allow some years of your spare time to become reasonably proficient, to the extent that you know what ideas are going to be feasible and how to implement the ones that are. Most people, I think, end up specialising in particular types of mod that they have developed the experience to create and are comfortable with doing "more of that". Starfield is more complex than FO4 and less well documented; FO4 is more complex than Skyrim but experience with one helps with another - you just have to discover the differences. Mods mainly consist of two parts - a plugin that can be edited with the appropriate CK and archives of scripts, models, textures, sounds and so on that need external editors if you want to create or modify your own. Learning to use the software tools can be time-consuming too. YouTube videos can certainly help but beware of ones that are out of date. Join discords devoted to the authoring of mods rather than the playing of them, and read back to find out what concerns mod authors have and how they handle the problems. Sometimes, you just have to learn by banging your head against a wall ...
Figured it out on my own

thanks i appreciate it
Hey, does anybody know any mods for Oblivion Remastered that lets you add more than 1 enchantment on apparel?
What tools do I need to mod DOOM + DOOM 2? This also includes the DOS versions
afternoon what is a good 3d tool to work whit fallout 4 creation engine
The Devs used 3DS MAX 2011-13 I believe, so probably that officially. But you can't really find it legit.
Blender is good as it's free and there's plenty of stuff out there to aid you getting your 3d models into the game
perfect thanks
found the bea extrator time to work
I’m having trouble accessing starfield within miif scope it’s not showing up within my research folder, anyone else run into this issue and know a fix ?
Can I ask why most pc players are so annoyingly rude for no reason to console players
I was asking for help on modding for console and dude was being so insufferable
I don't know the full context here or if this is rhetorical, but some folks just don't care to interact with the console community or they have bad history with some bad actors from the console community.
I was asking for load order assistance
And he had a disrespectful attitude for no reason I was being cordial
My husband says it’s elitism lol
It was in another server a popular one like this
“ Deal with it. You chose the console” verbatim
Yikes. I hate that you had to experience that especially over something so trivial. The person may have a bad history with Console players. When we first started getting mods on console. Some bad actors went and ported their works without permission, started fights, harassed etc. Was an ugly time.
Still that doesn’t give them the right to harass innocent players who have not done that
That’s called emotional projection
Oh I agree. I'm just explaining the possible "why" they could also just be a rude person.
Doesn't make it fair or alright. Jerks gonna be a jerk ya know?
Hey same. Give your hubby a fist bump for me. It could be elitism, but I try to, well, pray that they have some surely some reason to be mean or rude or words I would normally use but won't here cause rules 😂
Well spawn do you have any guide to Xbox load orders
I might 😅
I don’t use really any big mods besides ussep
Which game?-Ah Skyrim.
yes
Mods on oblivion don’t matter anymore due to the new remaster
My load older has been the same forever. I'm trying to remember which template I use.
Oh absolutely. That's the version I play on exclusively now.
Okay if you don’t mind I would like to try out this template of yours and see if it works for me.
Other templates destroy my saves
I can't recall which template I use off the top of my head, but ill go poking around and ping you when I find it. I think Oddlittleturtle came up with the one I'm using. 🤔
Alright just ping me here when you find it!
Have you tried the Logical Loadorder 2?
No actually
I like making my game look fantasy like but still vanilla if that makes any sense
I getcha.
I'll go check around once I finish this round of Hell Divers 2.
The template is in my bookmarks somewhere.
My husband plays that lol
hey thanks for the help last nigth is defently hoocked on the creation engine
i defently see some posibilties whit fall out 4 modding
I found the logical load order for Xbox. It seems very useful. Any Xbox players use it can yall tell your experience with it?
can i do fixes in the creation engine like make the game run better
do u guys think i can make a tiny dragon that says random dad jokes?
any one
can i make a island in skyrim ck or?
In Skyrims world or in its own world space yes. Doing it directly in skyrims world can be problematic since there's so many mods out there that do things like that.
It's very complicated to create a new world space initially but once you do you'll want to make sure it's built out as much as you want it to be before doing a LOD generation pass using XLodgen.
ooh?
im just soo new to it tho
In todays video i will you show how to make your own world space
There's a LOT of information out there just need to pick a starting point and follow along.
thnx ^^
Good luck!
i also want to make a tiny dragon that tells random dad jokes XD
Bit easier to do. Copy a dragon actor, give it unique id, change its scale by script, then create a dialogue tree for it.
?dadjoke
Why don't sharks eat clowns? Because they taste funny.
yes dad jokes XD
?dadjoke
How do you make holy water? You boil the hell out of it.
?dadjoke
What do you call a snake who builds houses? A boa constructor!
i love dad jokes lol
Well, time to learn how to mod New Vegas
I just got an idea for mod probably should start figuring out how to do that
trying to download the creation kit to install fallout 4 TOP mod and i land on the site in maintenance page.
@Bethesda thank you so much for the Creation Kit! Last night something cool happen, after watching a little bit of this world space tutorial (overall the video is an hour long) I only watched about 5 min getting the basics down then I made it my goal to do about 30min of work on my world space project then go to bed. I ended up being so focused and really enjoyed the level designing I was able to make an island with this really cool bridge and some ruined cars. I looked up and realized I have been level designing for 3 hours of pure focus 😅 lol Really enjoying modding! 
can someone help me to install mods i cant remember how i install mods XD
Hello, where i can find the Oblivion Remastered modding channel ?
I think the best bet would be here (lol sorry didn't realize we were already in that channel)
Thank you.
Can some one help me with modding the oblivion remastered? I have the situation where second texture pack don't want to override the first one.
What Is a creation kit?
Hi @smoky fossil not sure if you are trolling me with that question lol
either way I’m happy to answer.
The Creation Kit is Bethesda’s proprietary free modding toolset that allows us modders to create new content for games like Skyrim, Fallout (3, New Vegas, & 4), and Starfield. Depending on the quality of the mod/mods possibly may lead to employment ideally 
Not a guarantee ofc but it is a great motivator as well as making amazing content for everyone to enjoy playing!
I wasn't trolling. I just wanted an answer, thank you btw
cuz I never heard of the creation kit
No problem, happy to help! I am new at this as well so happy to share what I learn as I go. If you want to know more about it there are a lot of excellent YouTubers that cover the Creation Kit more in depth. I know of kinggath, Darkfox127, Fliteska, Seddon4494, and ofc Bethesda Game Studios own YouTube channel has excellent informative videos and tutorials on the creation kit
Hello with fnv i have problem the entire strip is bugged buildings are dissapeared and stuff
https://imgur.com/a/jSD48Bx it could be one of my mods i have idk which one i dont have any mods for the strip tho
theres more images in it
Question, is it possible to turn off certain mods, particularly city and town overhaul mods, and replace them with other alternatives, within mod collections, like Gate to Sovngarde?
@obtuse grotto
We have a discord for everything gts. Best to ask there! In short...
Is it possible? Everything is possible. Is it easy? Depends on the mod. City and town overhaul are probably not easy.
do you think theres a way to listen to the bethesda website with a bot that listens to when new mods or mods updating happens?
Got a link? Are you still adding new mods from time to time?
The modlist is being updated monthly, and the changelog has 400 pages 😛
Not sure if it's allowed to link to other discord channels, just google JaySerpa Discord and it should come up
surprised ya aint got it in ya bio
Oh yeah, just click on the GTS tag next to my name
xd that works
Is there no way to contact Bethesda’s Legal directly?
Legally 😆
is nexus alive? cant download anything
What do you guys think about the dialogue expansion mods by anbeegod?
Just recently released one for Ulfric and Galmar.
Follower Dialogue Expansion: Valerica
This mod makes Valerica, Serana's vampire mother, a fully fledged follower with extensive quest awareness and an immersive background story.
Discover the dark past of Clan Volkihar and journey with the Blood Matron herself.
Patreon for early access: https://www.patreon.com/c/anbeegod
My Discord community: https://discord.gg/k9W3N3q
Makes Valerica, Serana's vampire mother, a fully fledged follower with extensive quest awareness and an immersive background story.
Features:
- Makes Valerica a fully fledged follower with 312 lines, all voiced by high quality AI (see...
begin OnActivate
end
begin onmagiceffecthit
set refspell to aaaspelltarget
if (GetPlayerSpell == refspell)
Activate
endif
end```
My script only half works, for some reason it only works after I activate the object, then the script works as it should. Was hoping someone could tell me why
Oblivion script btw
What did you intend the script to do?
activate when hit with a specific spell
A Dave Chappelle mod for fallout 4 where he's a follower
Give him special dialogue for Chem users
so I have a small issue with the starfield creationkit. When I try to make an ESP into an ESL it does not work. It turns both the ESP and ESL into 0 KB files. Anyone know what can be causing it? Both the creation kit and starfield are on the same SSD.
Sounds like it's trying to write the file but isn't successful. Did it have a confirmation when you converted to ESL?
it did confirm, however the ESL file becomes a useless 0 KB file.
said useless file is not detectable by the creation kit.
Now this only happens when using the creation kit on my desktop. On my laptop it works fine. So I am just trying to figure out why its occuring like this.
im wondering how much of the oblivion creation kit can be used to make things for the remaster. can you place items or terrain in the world or make a new dungeon using whats already there and port it over without issues? or would it break as its technically still the old version of things. sorry if this is obvious i know almost nothing about modding 
I have a small issue that I am hoping someone can help me with. I am a nostalgic hockey fan and I have re-installed my copy of Hockey League Simulator 2 by Bethesda Softworks, only issue is, I have moved like 5 times since then and I have no idea where the user manual is for the game.. The problem is that it is needed to login the game as you are asked a question that is related to the user manual.
Would have have a list of the answers? or a digital version of the user manual? I would be eternally grateful. Me and my brother use to enjoy this game so much and we would love to relive those memories....
Thanks guys, you can DM me if you prefer... Have a good one!
Does anyone know if I can test in game an update of a mod I already published, keeping the update "private" till I decid3 to publish/update the mod?
E.g.
Mod A is published on bethesda.nrt
I push an update but don't hit on publish
Can I test the update in game while ensuring people cannot download the update but only the previous version?
I don’t think so. But i recently learned if you add pics or change the name and don’t press publish it takes these changes over as well in the cc menu
So i’d just try without hitting publish
@hardy tundra thank you.
yes you can have multiable versions,upload the mod as a new creation and use it for testing when you think it is ready you can update the main file
Ah yes that's another option
vault 134 when is it going to be fixed
Yes! You still have to hit submit to publish, so you can upload your change, and download the new version yourself, but the new version won’t be downloadable to for the public untill you make it live for everyone
Hello guys 👋
New up here
Am sammyz by name and a 3D artist with many years of experience
Hey long time fan of Fallout just getting into modding. Does anyone have recommendations on the best tutorial videos for Creation Kit?
I like to play various challenge runs and one thing I want to do is remove all shop weapons and armor that aren't on the randomized rotation of inventory (like no guaranteed suppressed bolt action from Trudy).
Can you tell me how to access mod menu in fallout 4
When you enter the game, instead of clicking "Continue" or "New," go down until you've selected the "Mod" button
Won’t work. Mod button is greyed out
this looks good. are there more of these?
So any one know why the memory den chair won’t work in the FALLOUT Brotherhood -A story Teller mod still won’t work I’d like to honor the guy by having him in my game since he passed but the mod is as he says in game a little Buggy ! What’s the fox for console?
are there any mods for dogmeat that give him some extra attacks or modify the attacks
For which game?
fallout 4
is there an FAQ channel I missed for issues with compiling .psc files via with PCA (its pointed to MO2)?
Hey guys can anyone walk me through on getting MCM to work on vortex?
Hey how do I switch windows in xedit
Does anyone know how to generate a text file of all the inventory items in the game? Or maybe sections of items?
I'm trying to update FallUI's sorting tags for Fallout London.
I'm too lazy to check myself. But try Creation Kit > File > Export
nvm I found out how to do it in xEdit
Can anyone ask the mod author who created Visual Reload if it's ok for someone to port this mod to xbox? I want it
Fo4
wait, so am I reading right that Playstation players are going to be able to get individual creations up to 2GB? What's the total storage?
Is Playstation storage going to to be bigger than Xbox? Ugh....
seriously, Bethesda/MS, just release a new Xbox SKU with more storage. I will pay you more money for it
We haven't announced anything concerning storage. There are a number of hurdles to changing this without corrupting saves. However, it's something we continue to look into.
The Skyrim Beta CK available to Verified Creators does two things:
- Allow 2 gig uploads
- Allow scripts for PlayStation
Currently, the ability to upload larger files only benefits PC and Xbox players. Although it would be difficult to meaningfully expand PlayStation uploads to even the original upload limit of 1 gig with just an ESP and scripts.
I really appreciate the response. That clarifies things.
(would still pay more money for a separate Xbox App with separate storage. Would also pay money for any word if you guys plan to fix bugs with load order restore)
Hey, does anybody know when they’re going to fix it where you can have mods and fallout four for Xbox
lol, loves how Sony basically allows players to experience modded content through a needle
Could we see external assets be allowed on fallout 4 in the future
i must say that the concern of corrupting saves is something i've only really heard you guys mention. i've not seen any users be against a storage update at all, least of all because of save corruption. i get the concern in theory, just yet to see any users mention it tbh
my real concern is that the LO adjustment screen is already unstable, with people experiencing crashing and LO reshuffling even without exceeding the previously present mod count limit. having mods be even bigger and being able to fit even more of them just sounds like it'll exacerbate those issues since they still haven't been addressed and fixed.
Im creating a modlist from the ground up. Im like 30 hours into it right now and tbh at this point I have more fun patching and then opening the game for a minute to see my patch then actually playing skyrim
Skyrim for me is a screenshot game
I have a Starfield mod that I need help with balance testing. If anyone is interested in playtesting, please DM me and I will give you the details
i know im like over a decade late to starting the skyrim modded scene but is there like documentation somewhere about the creator kit or is it just explore till you feel like you are back in the 90s? xD
There are backup mirrors of the various CK wikis on UESP. Skyrim's is here: https://ck.uesp.net/wiki/Main_Page
Between that and Youtube tutorials and various websites / forum posts and various modding discords that's about the sum of it.
Does anyone know if there is a technical reason why achievement friendly paid creations do not exist in Skyrim and Fallout 4?
Why do you think this hasn't happened yet?
There's probably a lot more to it than just clicking a check box that says enable achievements, whatever game
I'm pretty sure at minimum it'd require a game update to patch the game with new code to support that feature.
Yeah I figure, I'd love to see the achievement friendly feature come to Skyrim and Fallout 4. That'd be a big deal for me!
Well, fwiw if you ever migrate to PC there are mods to re-enable achievements on that platform. There's unfortunately just no way of knowing how much longer of a wait you may be in for otherwise for that feature to make its way to consoles.
There used to be some mods that re-enabled achievements due to some workaround before AE, definitely not by intention however.
Same it'd be good too get achievements with mods installed to some extent
I'd also settle for a statement that Skyrim and Fallout 4 will not get achievement friendly paid creations. If I have to wait 10 years ill just settle for lore friendly tags
Hello everyone, I don't know if I'm right here but I'll try. Is anyone here a modder for the console and could the armour of Gerret Hawke from Dragon Age 2 Battle Mage Armour modes?
Several questions
1: whats the deal with Sony finally allowing external asset mods for skyrim (and not fallout 4?)
2: is more mod space being discussed/worked on for skyrim (& by extension, fallout 4 should it get external asset mods)? If so, it would be greatly appreciated to get more than 5gb of space (10gb would honestly go a long way)
3: will the whole “this version of the mod works for PS5 & this version works for PS4” eventually be changed into a more… unified version? Where we dont have to worry about what we choose?
Needs too be a thing on playstation mods tbh hopefully it happens
A question from a person who just started using the Fallout 4 Creation Kit for the first time yesterday: if I create a mod that simply alters the numbers for 3 lines of the game's settings, would that mod need to have a .esm file to function? .esp, and .esl seem to be the only ones I can create. Also, I'm using MO2 to organize my mods.
These are the lines I've altered in case anyone is curious:
fSneakLightMult
fDetectionSneakLightMod
fSneakLightExteriorMult
Edit: After a bit more research on .esm, .esl, and .esp files, I'm still quite confused. Basically what I would like to know, is why practically every mod I install from Nexus has a file in both the left and right panel on MO2, but the one I've made in Creation Kit only has a file in the right panel? Is it supposed to be that way?
Can someone please explain how to change these button names? I'm pretty new to mod creation, tried finding tutorial without any success.
cannot sent a screenshot, so the buttons im talking about are the buttons at the bottom of the screen when you press tab to use pipboy
You probably want to use ESL for a three record tweak.
If it's the buttons I'm thinking of, you can't edit those with the creation kit. That would require hacking the interface swf files.
The buttons that say R) RADAWAY T) PERK CHART etc.
What about them do you want to change? The juice probably isn't worth the squeeze here.
Just what it says, for me it does, i don't want to upload on nexus mods or anything it's just for me
If it's like some of the strings in Skyrim's settings you may be able to edit those in the global settings which contains some strings used elsewhere in various parts of the game. For instance, the Lock difficulty strings use the strings stored in the global settings and changing those changes the display on all the locks. It might be what you're looking for.
Regarding the MO2 thing, if you're loading the Creation Kit out of MO2 any files it generates will end up in the Overwrite folder. If you want those files to have an entry in the left panel which is your Installed mods you'll have to create a folder then move the generated plugin file into it.
I appreciate the response but if im being honest i barely understood what you just wrote, as i said im new to this, the only succes i had with mod making i made a really basic skyrim follower
I see. One moment.
Oh fun. It's been so long since I last opened the FO4 CK it loaded the bethnet launcher 
@gusty kestrel Well, I can't load that for now. The settings thing should be in the same spot for FO4's CK as it is for Skyrim, so if so you'd find it here: https://i.imgur.com/DOGjFEo.png
As for some global settings being strings, this is the sort of thing I mean: https://i.imgur.com/R8ucjLI.png
Yeah I finally figured out how to do that earlier today. Thanks for your help. I doubt I'll be doing very much more modding in the future. It's way too complicated/tedious for my tiny brain. 😁
Ah, I see. np 
Well now i understand what you were tryin to say, well ty for reply
Agreed
fwiw, and why mo2 rocks imo. You can create an empty folder (either in explorer or by right clicking the very bottom or the left pane), name it myMod or whatever. Then 'edit' next to run > ck, and add that folder to create all your mod's files in. The red X will go away once it has any useful files in it (may need to refresh).
Hey everyone
I wanted to ask if anyone could create (or knows of) a mod that adds an Auto Save feature to Oblivion Remastered,
where you can set how often the game automatically saves — for example, every 5, 10, or 30 seconds.
Thanks a lot!
I need help please
With? Typically best just to ask, lots of smart folks hanging round these parts
With finding a cheat chest in riverwood bridge@sacred stream
Ah, uh.. no idea personally :/
@sacred stream okay
That’s a bad idea. You don’t want to use auto saves. Just get in the habit of manually saving. It’s not like taking 30 seconds is a bid deal. This way you lessen the chance of corrupted saves.
What's the name of the mod that places the chest?
A cheat chest under the riverwood bridge
If it's the one I'm looking at, it's underwater at the base of the middle pillar of the bridge, but for some reason when I search for it with DuckDuckGo, it gives me the French Bethesda site, which is... odd...
@gaunt marsh that's is weird
I remember a while back seeing a Starfield mod that added a door that you could exit the ship while in space but I don’t remember the name of that mod. Anyone know what I am referring to?
Hey, I remember this one!
I would just disable 'encounters' and maybe don't use the turrets due to a doubling issue. Working on a focused version between other projects.
https://creations.bethesda.net/en/starfield/details/c6135132-962b-4b08-90d8-0922cae1ecc3/ZSW___Airlocks/details
Im having problems with B.A.E what do I do?
I cant extract
nothing appers when I open fo4 in the B.A.E
You drag and drop the BSA file for skyrim or the BA2 file for FO4
BA2 for fo4
Yes, look for them files in the data folder, they are all the compressed files you need to extract with it
If thats what you're trying to do
I tried to extract it but nothing appers in the B.A.E
I can extract nuka world dlc,far habour dlc, but when its fallout 4 It dont appears
I'm not at home at the moment so I can't look, and can't really remember, but it should make a folder in the BAE folder for it, or you set up a location for it to extract, can't remember off the top of my head
can you look dms?
I don't see any dms, I won't be home for a few hours but you can check out this, this guy always makes quality tutorials and easy to follow https://youtu.be/8scvvQesU5I?si=l1m-k6UI2l8L-XjV
#Bethesda Archive Extractor is a simple to use app that was designed to unpack BA2 and BSA files so that users can view and mod the files. This is a #GamerPoets #HowToMod video. As this program is usable for games from Fallout 3 to Starfield and potentially beyond, it is located in the general modding playlist on the channel.
GamerPoets
🪟 Ge...
I did everything right but If I try like to extract everything from fo4 the only thing that will show up to extract will be the meshes and only the meshes
no textures,no materials only the meshes
I haven't done modding for FO4 but skyrim meshes/textures and stuff are all in different archives
Ensure you have ticked all you want extract. Meshes are stored in the meshes BA2. Materials are stored in the Materials BA2 and there are 9 Textures BA2s.
You also want to create a project folder outside of the game folder. Like make a new folder, call it FalloutProjects and create a new Data folder inside that to house anything you extract from the BA2. You don’t want loose assets in your game folder. It slows down performance and creates issues with mods if you’re using other mods. They may overwrite any edits you make to the assets.
this guy makes the best guides. theyre so to the point and easy to follow. i always send people to him if they need a guide to something relevant
Who’s ready for the new fallout 4 update to absolutely curb stomp the existing mods
Nothing shown in the announcement suggests that's going to happen.
hey i had the same exact problem with B.A.E, you could try using Archive2, if you have CK installed you already have it, it's in Steam/steamapps/common/Fallout4/Tools
Archive 2 has bug in that it breaks cube maps.
sorry, im new to modding, recently tried opening .ba2 archives with B.A.E had the same issue as snowy, nothing showing up at all, found on some forum i should use Archive2, so no idea what cube maps means
You did download the correct version of B.A.E. right?
You'll need this on your PC if you do not have it: https://www.microsoft.com/en-us/download/details.aspx?id=53587
This update is the latest in a cumulative series of feature additions and bug fixes for Microsoft Visual C++ 2015 Redistributable.
It's in the requirements of B.A.E.
i'll try it out in a sec, i had a new version of Vis C++, but tried deleting new version and installing older that you linked, didn't change a thing, as i was not able to open .ba2 archives with the new ver of Visual C++ as with the older one
Uh. No. You probably broke anything that needed the new version. You can have both installed at the same time.
Are you using MO2?
Are you attempting to dump all files into the data folder with MO2 installed?
any Skyrim ae mods that can replace additem?
What folder are you extracting to? One you created yourself or the data folder? Create a new one
well i thougt so too, but when i tried installing the one that you linked, got a pop up that said that i have a new version and i don't need that one
What? AddItem is a papyrus function.
Doesn't work for me on AE
no i'm not using MO2
maybe I did something wrong I dont honestly know
not that the keybind does something, or the spell being even with psb
BAE has never been updated to handle the archives from the NG Update. It will simply display a blank output.
the mod
AddItem menu
Not the function
so just tried downloading B.A.E that @grizzled torrent provided, still won't open anything
Try this one instead. https://www.nexusmods.com/fallout4/mods/17061 Otherwise use Archive2 but be wary of extracting Cube Maps if you use it.
what are cube maps, quick explanation if you have a moment
No way to do a quick explanation. It's one of the environmental mapping techniques of computer graphics.
They're textures formatted in a specific way.
Handles how the light hits the object
okay, thats not what i tried to modify, so it probably won't make a difference to what im trying to do
Ngl
Having “creations” for FO4 means nothing if the size limit doesnt increase for console
2GB goes away very fast with how big 1 weapon mod could be, even at 1k textures
It depends on if the creations were created in order to blend in with the surroundings. A quest mod may only have scripts and voices with any new stuff being reworks of vanilla assets to create something new. Depends on the creation though.
Weapons, though. Yeah. Probably.
are DLCs mandatory for modding in new vegas or what
cant get shi without these errors saying i need some "masters" and they are DLC names
New vegas, skyrim, and fallout have most of their mods made for DLCs included
You pretty much need FNV Ultimate Edition at this point, more or less, because it's been out for so long and at a heavy discount during many sales that the overwhelming majority of people who make mods for FNV already had it. Also I think Epic even gave the game away for free at one point.
On average when it's on sale it's about $5 for the ultimate edition so it's at least reasonable.
Hi there! I'm working on a ship mod for Starfield that would ideally include a 2L3W1H Taiyo top B hab - but Creation Kit only has a Top A hab which is missing ceiling plugs and the A version doesn't have port/starboard plugs. Would anyone be able to point me in the right direction on how to create one myself?
Blender or 3DS Max 2021. Blender free, 3DS Max is paid.
3DS Max has native support from BGS for Havok collision export. Blender has 3rd party plugin for export into Starfield.
3DS Max has indie license for around ~$330 for projects under $100k. After you have purchased, request the version from autodesk and tell them you’re modding Starfield.
Hi Oddlittleturtle!👋
Thanks! I'm looking into Blender now via Geometry Bridge! 3ds Max at $330 is a lot just to make 1 hab shell. Hopefully it's not toooooo complicated lol, since I'm only editing a mesh already in the game🤞
It could have been a random spam post.
Any console players in ere
Does anyone know what causes thetextures of building and terrain to go weird
Like they lower in resolution, then raise up about a meter off the ground, and I can walk through it
I put in #screenshots-and-video
Can provide my load order if needed
Anyone ever ran into the issue of a trigger not working randomly in the CK for fallout 4. Been testing my mod, trigger initially worked and would start the quest, now I can’t get a single trigger to work within the file (even new ones), and even trying to start the quest at launch isn’t working.
got any aliases?
I want to say maybe it's that SEQ file shenanigans but I don't recall the specifics. 
Since mods are in maintenance this is our only chance to get a GB increase. It happens with the new update or it won’t happen ever. 🙏
Can someone tell me what mods to disable if any for November 10th if I give my load order
Is there a way to adjust the height at which items are dropped for starfield?
If it's just for a custom item, you could raise the mesh upwards from the nif's origin point. That should theoretically do it. I assume you mean dropping from your inventory and not necessarily havok simulating.
A noob-modder question for everyone: If I were to change my uploaded mods' name along with an update, that would be very bad, right? Especially for people who already have the older version installed and wanted to update? I'm pretty sure I already know the answer, but thought I'd ask anyway.
Yeah don't change the plugin name
That's what I figured. Thanks for the reply.
Pleas
I tried that before for spaceship blueprints in ck. However when I spawn it, most of the ship parts are lifted but the ladder, ship hab doors, and the docking port doesn’t move
I tried deleting all the models in both of the exterior and interior blueprint files for the specific ship but the parts that don’t move seem to stay
Hey so I cannot start any conversations with the lusty argonian npc mod at all she basically just says “hi” “good to see you” when earlier in the game I could literally have a conversation with her
how do I fix this?
does anyone have any experience with vr? i had skyrim vr working before but i had to do a reinstall of my windows bios, because windows 11 sucks, and i got everything set up and working, i downloaded and set up everything, but in the installation i think i broke think something, and now vortex shows my mods but wont register them with the game, and when i start all i see is a black screen. i also noticed that when i tried MO2, it shows the mods but says they werent found, and LOOT shows absolutely nothing. do i have any options to fix this? i want to see if there are less drastic alternatives to doing a full reinstall before i go ahead with it.
ok the mods started working then skse died
Was wondering if I could get some help with a load order for Fallout NV. It's not a lot of mods, just a few. Here are the mods I'm planning to use:
EVE
AWOP
DLC Weapon Integration
FNV 4GB Patcher
The NV Interiors Project
Wasteland Radiation Suit
HH Tools Construction Gun
Weapons of the New Millenia
BlackWolfBackpacks NV
Guys, do some of you tested the unofficial patch of Oblivion remastered ?
Ah, its a dead channel
theres not a lot of people modding that game.
even on windows 10 there are programs which if not blocked, can ruin modding. and im guessing windows 11 is even worse. make sure, vortex, the game, and the mods are on the same harddrive/SSD
is there a place I can go to download the .NIF files of Fallout 76 weapons and import them into fallout 4 using the creation kit without having to deal with the manual stuff? Like desinging and porting them myself
I know how to do all the hooplah of coding it I just dont know how to get like a cool model for 'em