#modding-general

1 messages · Page 23 of 1

tight shard
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People like Patrix offer their Minecraft texture packs in exchange for money

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Which is illegal in this context. Therefore, you can redistribute his content all you want

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He broke the EULA

rich kiln
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What does this have to do with Bethesda modding?

tight shard
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It doesn’t. But if the owner of said content breached the EULA

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You’re fully in the right to redistribute it

rich kiln
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That is not how it works. At all.

tight shard
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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

rich kiln
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And this has nothing to do with the prior topic anyways.

tight shard
rich kiln
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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.

tight shard
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Bethesda literally published Oblivion

rich kiln
tight shard
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They do this in the EULA for all of their games

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That include Bethesda’s creation hub

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This is literally on topic

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The EULA forbids the distribution of mods, in favor of creation hub mod distribution

golden glade
tight shard
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What would be the point of it if mods could be distributed for free?

golden glade
hard canyon
# tight shard Which is illegal in this context. Therefore, you can redistribute his content al...

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 )

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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...

ancient latch
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Hey guys, let's get back on topic please.

junior glade
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Would love to see achievement friendly paid creations for both Skyrim and Fallout 4! 😁 There are so many that I'd buy.

halcyon pilot
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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

graceful moon
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Hello. How uh.... do I start trying to make mods? My creation kit won't start.

rich kiln
rich kiln
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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).

amber zinc
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Is there a way to force TES construction kit to open in dark mode without installing Mica?

thin condor
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While I do not know, it might help of you specified which game you are talking about

silent drift
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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.

grizzled torrent
# silent drift So I am looking to replace a ton of sound files for Oblivion remastered. I have ...
Nexus Mods Forums

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 ...

gray sail
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CK for Skyrim AE. Can't get bsa to load to make a port to Xbox.

grizzled torrent
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They may have used a 3rd party packer that borked things. If that doesn't work, contact the author for files.

gray sail
grizzled torrent
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Did you accidentally pack an .achlist file? That doesn't belong. .bnk, .ini, .achlist, and .dll cannot be added to an archive.

gray sail
grizzled torrent
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And when you drag and drop them into the window, they are bringing up errors?

grizzled torrent
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What file type are you attempting to add?

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Are the textures power of 2?

gray sail
grizzled torrent
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You cannot add a folder from the CK. You have to grab the stuff from inside the folder and drag it in.

gray sail
grizzled torrent
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Once you do that, you can build an achlist from it by exporting it.

grizzled torrent
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You're welcome. Good luck with your port.

gray sail
safe spade
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Hello. New to Discord. Where do I go to request mods for Skyrim and Starfield for Xbox X? Thanks in advance.

grizzled torrent
gray sail
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files 2 missing. Had to download new scripts.

half seal
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Hi there! Starfield Creation Kit: Would anyone know how I could link two containers in different places to the same storage?

gray sail
grizzled torrent
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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.

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(apologies for the chickenscratch handwriting on the images. Today is a bad day for handwriting.)

barren hull
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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

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playing in windowed or fullscreen is killing me

grizzled torrent
pearl torrent
waxen jolt
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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!

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im on a mission to do this just someone point me in the right direction lol

surreal sedge
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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.

wide valley
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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?

fair orchid
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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 😭 😂

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The tool is broken is my interpretation after reading everything. Nothing in EULA's or other TOS's regarding disallowing user generated content.

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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.

rich kiln
# fair orchid The tool is broken is my interpretation after reading everything. Nothing in EUL...

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. alterasmh

fair orchid
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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.

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And you can’t just say that there are implications, you have to provide verbiage from a source.

rich kiln
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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.

fair orchid
rich kiln
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...

fair orchid
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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.

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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.

covert pelican
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That policy has NOT been rescinded btw.

fair orchid
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What policy? Please link it

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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.

covert pelican
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The policy listed in the CK when you attempt to upload without using the exploit.

fair orchid
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That is not policy.

covert pelican
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Actually it is.

fair orchid
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says who?

covert pelican
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The prohibition listed there is precisely because of that policy. Says Sony.

fair orchid
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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.

covert pelican
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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.

fair orchid
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It will not be banned these mods have been reported many times by individuals. That is the precedent Bethesda has set.

covert pelican
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You have no way of knowing what has and hasn't been reported.

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That's not information we as users of the site have access to.

fair orchid
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. 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.

fossil citrus
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@real sphinx would you be able to add any information here?

fair orchid
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That verbiage encompasses things beyond an ESP @covert pelican. As well, this is a debate, not an argument. All love.

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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.

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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.

covert pelican
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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.

fair orchid
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By both companies in fact

covert pelican
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"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.

fair orchid
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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.

rich kiln
fair orchid
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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.

rich kiln
covert pelican
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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.

fair orchid
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There is now a workaround that is being exploited yes, but that exploit doesnt hae negative intention.

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No let me forward what I posted above, the playstion network TOS are very clear

covert pelican
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It's an exploit. All exploits of this nature are considered malicious access.

covert pelican
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Mods for Bethesda games are not served through PSN (and I read your wall of text already)

covert pelican
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What I'm saying is that I dismiss your argument based on that wall of text. It's not relevant to the situation.

fair orchid
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That's your argument yes? or is it not? Im confused now man

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Because you're going back and forth.

waxen jolt
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Where do i send Bethesda mod requests

covert pelican
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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.

fossil citrus
waxen jolt
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Fallout 4

magic cairn
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These five words in my head, scream "Are we having fun yet?"

fossil citrus
covert pelican
fair orchid
fair orchid
# covert pelican The PSN TOS isn't in play here. What Bethesda's site allows is.

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."

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That is a broken tool that needs to be fixed. Not malicious intent.

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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.

covert pelican
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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?

fair orchid
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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.

covert pelican
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Either way, arguing in favor of the use of an obvious exploit isn't a good stance to take.

fossil citrus
fair orchid
fossil citrus
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Since it's just you two having the discussion, can you take it to DMs, please?

fair orchid
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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.

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Yes sorry about that thank you.

fossil citrus
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No problem, I forgot Carto was on vacation.

orchid sable
fair orchid
tired wasp
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Does anyone know if installing Pak-only mods affects save files in Oblivion Remastered?

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I know esps do and aren't safe to uninstall in most cases

dense gazelle
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the slow time thing in this clip is from a mod but it happens with the starborn power and aurora's slow time effect

polar pollen
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Anyone got a guide or video series on modding 3/NV on Linux?

gritty hamlet
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any ideas i should do?

upper oak
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is there a basic tutorial for a dev who wants to get in to modding FNV?

shy shuttle
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hello experienced modders,
from your experience, which type of mods contribute to longer load times on game startup on skyrim SE?

covert pelican
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The large ones. Loading times are based on how big the content is, not what the content does.

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And really, unless it's several GB in size I don't think most people are going to need to worry about it.

mossy flower
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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.

hard canyon
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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

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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 )

orchid sable
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but again, covered up by little pointless tweaks wrye bash will be able to do on its own when it comes out LOL

shy shuttle
terse jungle
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So does the beta break mods?

elfin forum
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You mean the new May update? Depends on the mod.

covert pelican
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The beta for what?

mossy flower
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Oblivion Remaster

covert pelican
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Beta seems fine with mods that don't require UE4SS for the TESFormInjector functions.
UE4SS itself has an update that works with the beta.

terse jungle
covert pelican
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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.

rare junco
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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?

hard canyon
# rare junco Would making a eye texture taller in size for the height make it blurry when tes...

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...

rain oracle
terse jungle
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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

Nexus Mods :: Oblivion Remastered

Replaces the god awful default destruction spell cast with a silent 0.25 second one.

rare junco
hard canyon
# rare junco 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

rare junco
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Oh, do I keep texture for the pupil same size but make more white around image?

civic trench
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Is there a FO76 mod that can tell me what weighs the most in my stash?

terse jungle
green cipher
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Who makes apparel mods? I was wondering if someone could make some firefighter turnouts

misty vortex
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Can anyone recommend me quest mods for Skyrim on Xbox?

thorny lark
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what output template would you use to create textures for skyrim in substaince painter.

gray sail
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Anyway to make eyes double size?

rain oracle
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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...

▶ Play video
weak nimbus
weak nimbus
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There are lots of quest mods for Skyrim

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Your best bet would be Google quest mods for Skyrim, to get the names and just search em in Skyrim Xbox mod menu

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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

misty vortex
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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

weak nimbus
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I haven't played it in years myself, I am planning to finish the bards college expansion myself

misty vortex
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I was gonna add the bard college expansion but didn't have the time yet

weak nimbus
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It's quite big as far as mods go

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I wish on console we had more modding space

misty vortex
wooden wedge
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Hey guys, I'm struggling to understand why the ModManager won't see my mods installed

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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

thin condor
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Which mod manager and which game?

mint root
terse jungle
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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.

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Ive so far located every single sfx for magic part from this one

next ember
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For some reason the sun’s of planets appear as squares

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And I just randomly crash

vernal void
real sphinx
visual flax
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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?

fringe rivet
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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)

hearty fern
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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

Nexus Mods :: Starfield

The Dubious Debugger - REQ: Console CmdA must-have for modders and the inquisitive alike. This utility firearm lets you gather real-time in-game data with a simple trigger pull. Instantly reveal

thorny lark
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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

hearty fern
# thorny lark hey all, I seem to have encountered some annoying problems with my habs and equi...

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

thorny lark
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I fixed my keyword issue on my mod as irritating as it was lol

hearty fern
thorny lark
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@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

hearty fern
civic trench
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how do you add mods to the Windows Xbox version of Fallout 76?

hearty fern
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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?

upbeat crystal
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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.

hearty fern
upbeat crystal
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I did the manual install f the components as required. It was easier to just wipe the game and restart.

hearty fern
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ah okay. You may want to consider using a mod manager. It tends to make the process a bit easier

upbeat crystal
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I have loaded with vortex

hearty fern
thorny lark
green orbit
# hearty fern How does one add an array in script as opposed to CK.Is there a way to do it in...

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)
upbeat crystal
#

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.

median shard
#

you may simply have the difficulty too high, oblivion's level-scaling is a pain at times and especially on higher difficulties.

rain oracle
#

Did the new remastered patch break mods?

hearty fern
tired wasp
primal depot
#

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

torpid charm
primal depot
torpid charm
#

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

rich kiln
#

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.

wise bluff
#

@onyx rain Would you be Spartanwolf67 on the Bethesda site?

junior glade
#

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!

marsh sorrel
#

Nexus got sold and many people are concerned about paywalls and bloatware (including me). Any other places to publish mods besides Bethesda.net?

covert pelican
rich kiln
#

Oh no, it got sold. That's so unexpected... HansSip ||/s||

signal kite
#

ah balls.

orchid sable
#

" 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

real sphinx
#

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.

lost apex
#

...Probably, they at the least won't have paid mods because that'd be against Bethesda's EULA

torpid charm
junior glade
#

Would so much love to see paid verified achievement friendly creations come to skyrim and fallout 4 🙏 😁

civic trench
#

is there a FO3 mod that updates the graphics?

tired wasp
#

Or you can wait for the rumored FO3 Remaster

civic trench
graceful basin
#

Anyone here have any experience with the mod joy of perspective?

gusty stirrup
#

Hey @tired ocean I sent you a DM

cerulean vessel
#

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!

stone bay
#

Character, static, or material ones?

cerulean vessel
#

Character, im wanting to create an animation pack for scripted scenes

half seal
#

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?

tropic spear
#

On Xbox skyrim SE, is there a way to revert back to the former mods section and not this money grabbing creation crap?

ebon horizon
tropic spear
tropic spear
# ebon horizon 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

tropic spear
ebon horizon
# tropic spear 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 |

next ember
#

For some reason the Gang’s all here won’t load

cyan hearth
#

anybody know how to import blender models into nifskope

slender siren
#

You've got to export them as .nifs first

hard canyon
# cyan hearth anybody know how to import blender models into nifskope

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...

-> https://github.com/niftools/blender_niftools_addon

GitHub

The Blender Niftools Addon is a Blender add-on to enable import and export of NetImmese File Formats including .nif, .kf, .egm. - niftools/blender_niftools_addon

cyan hearth
hard canyon
#

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?

cyan hearth
#

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?

hard canyon
#

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...

cyan hearth
#

Guess only option is to just try, also for clarification the model is gonna be used for a fallout 4 item

hard canyon
#

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

cyan hearth
#

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

hard canyon
#

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 )

cyan hearth
#

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?

hard canyon
#

Edit -> Preferences -> Add-ons

#

If Interface changed in the version You using just look around 😛
General idea is -> Instal -> Enable -> Restart 😄

cyan hearth
#

do I need to do any uv mapping before I export it?

hard canyon
#

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

cyan hearth
#

guess ill just export it and pray

#

actually how do I select what game and version so I can export it?

hard canyon
#

I was just importing it, editing, and exporting without changes other than to collision and geometry :x...

If I were You I would just:

  1. Load any existing NIF from the game to Blender
  2. replace mesh of that model
  3. export it with changes under different name 😄
#

Tho if ur mesh is completly new then You may have some issues with materials...

stone bay
slender siren
gleaming parcel
#

how do i add morrowind script extender to mo2

grizzled kite
#

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?

queen kettle
cyan hearth
queen kettle
#

In the dialog window you might need to check "Selected only" if you do not want to export all meshes

cyan hearth
#

Does it all need to be in one object/mesh?

queen kettle
#

No, you can export multiple meshes as obj and import them into OutfitStudio

#

normals and textures are also supported.

cyan hearth
#

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

queen kettle
#

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.

cyan hearth
#

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

queen kettle
#

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.

cyan hearth
#

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

queen kettle
#

yes, correct. You need nifskope to set the correct texture pathes. That's it

cyan hearth
#

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

queen kettle
#

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.

cyan hearth
#

Will I need to unwrap the model at all?

queen kettle
#

most likely yes

#

You'll do that in blender... Not always easy, though 😁

cyan hearth
#

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?

queen kettle
#

If it looks good in Blender it will look good in the Game too

cyan hearth
#

As long as the model itself looks fine the uv map looking weird wont?

queen kettle
#

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...

cyan hearth
#

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

queen kettle
#

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

cyan hearth
#

I do have a question, what's the reason behind needing to unwrapping models, is it so the model is assembled properly?

queen kettle
#

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...

rich kiln
thorny lark
#

Can anyone help with editing a script

fathom hare
#

Don't ask to ask, just ask. 🙂

hearty fern
magic cairn
#

"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 🤘

grave kiln
#

Any way to remove [NL] from characters name? TES IV oblivion

median orbit
#

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

urban dawn
#

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

hearty fern
#

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

urban dawn
#

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

small anvil
#

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

rain folio
#

Some folks are trying to stir up drama in regards to Skyblivion by saying mentions of it get removed in this server

fathom hare
#

Sometimes people on the internet lie.

rain folio
#

clearly though, that's not true

rain folio
gleaming parcel
#

anyone know of some really cool but lore friendly dwemer mods for skyrim?

winged grove
#

i have never play fallout 3 before is it any good?

rich kiln
winged grove
rich kiln
#

I don't know what that has to do with your previous question, but ok. TeriSip

winged grove
#

hehe

swift cove
#

Is there a mod to cast spells while weilding shield and sword like in Oblivion?

urban dawn
#

Also YouTube has a ton of good stuff, especially if you end up using community resources like knvse and any flavor of script extenders

small anvil
#

@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.

lunar pawn
fair orchid
#

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.

junior glade
#

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 🤔

nimble owl
#

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.

slate yarrow
#

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.

stone bay
#

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.

dark echo
#

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 🤔?

west sierra
#

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 ?

slate yarrow
zealous ice
fair orchid
covert pelican
#

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.

lethal pine
#

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

slate yarrow
#

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.

chilly prism
#

I’m not sure anyone has the answer at this moment for Oblivion Remastered modding.

dense reef
rich kiln
dense reef
kind willow
#

Setting up to do mod authoring. Any developers here run on Linux?

#

Also, if anyone needs a PS4 tester, hit me up.

frozen cape
#

hey anyone up?

ivory locust
left eagle
#

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

limpid niche
#

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?

wary ember
#

can someone help me

slender berry
# limpid niche I'm guessing since there's no "sound descriptor" in Starfield creation kit, and ...

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...

▶ Play video
grave kiln
#

Anyone have issues with NBO oblivion IV remaster? (crashing and no sliders)

#

wanted sylvanas armor but NBO makes bewbies tooo jiggly

inland pebble
#

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

lean field
#

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 🙂

severe kraken
#

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...

severe kraken
#

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

fathom hare
#

Achievements are neat but irrelevant once you unlock them

weak nimbus
weak nimbus
flat otter
#

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.

fathom hare
# flat otter i cant seem to compile any scripts either in CK or by using a batch file in the ...

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.

sudden oasis
#

Anybody got contact info for Richards_galexy

lunar pawn
#

do anybody have contact info for chucacu trying to ask about the blood moon mod

hearty fern
#

is there a way to spawn a light dynamically? I tried placeatme() but it doesn't work. Any other ideas or method? For starfield

wicked gust
rose bloom
#

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?

hearty fern
hearty fern
#

This may be another option in SpaceshipReference:

Event OnShipFarTravel(Location aDepartureLocation, Location aArrivalLocation, int aState)
EndEvent```
rose bloom
#

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

hearty fern
#

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
hearty fern
rose bloom
#

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.

misty river
hearty fern
#

you could use skyrim and fallout4 wiki's to help. SF is closer to FO4

misty river
#

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?

misty river
#

Thankee

magic cairn
#

@ancient latch 🤙

ancient latch
astral scroll
#

How much Blender use is required to create mods?

wicked gust
#

none if you're not making new models

wind fern
#

Looking for the Realistic Aspen Trees mod for oldrim so bad I can't find it anywhere

ivory locust
#

Mb corrupted bruh, check ur mod file

slender siren
rose bloom
#

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.

green orbit
# rose bloom Is the Utility.IsGameMenuPaused() function expensive? I'm looking for a native m...

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.

prime kite
#

Oh I was scrolled way way up, sorry for the @ lol

slender berry
#

Lol, no problem

green orbit
unborn snow
#

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

slender siren
#

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

gentle owl
#

for the ps why are people releasing a ps4 version aswell as a ps5 version

gleaming parcel
#

I need help. whats the best mod organizer for skyrim

slow charm
#

Is there any way to use SKSE on Steam without owning the original Skyrim?
Like- any way at all

covert pelican
#

No, and the SKSE that's on Steam is for LE, not SSE.

neon condor
#

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!!

mint root
terse ledge
#

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?

chilly prism
#

It’s casting to a Form object.

terse ledge
#

Can you explain what that is?

chilly prism
#

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).

slender siren
#

And GetItemCount() requires a form type not a weapon hence the cast, i.e. from the CK wiki:
int Function GetItemCount(Form akItem)

green scroll
#

You don't have to cast as form

#

You can do getitemcount(myweapon)

chilly prism
#

We don’t have to do the cast, but I believe the compiler does.

neon condor
#

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!!

hearty fern
# neon condor Hello guys quite a newbie here on the channel, I am a really hard player of Skyr...
  1. 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.
  2. 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.
  3. 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.
  4. 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.
ebon berry
#

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?

fading knot
#

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

covert pelican
#

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.

half seal
#

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?

fallow bear
hybrid mural
#

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

pearl elk
regal iris
#

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?

gentle owl
gentle owl
regal iris
neon condor
# hearty fern 1. A lot of modders are in their respective modding channels. So if you're looki...

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!!!

half seal
#

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?

keen cliff
# half seal Hi there! my custom shipbehaviors in Starfield CK aren't working. Would anyone b...

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.

half seal
fair orchid
noble basalt
#

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 ?

rich kiln
noble basalt
#

oh thank you i am dum

timid linden
#

Does anyone know when SkylerModder plans to release the ‘big’ update for Debug Menu?

lunar lake
timid linden
agile lion
#

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.)

whole ice
#

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 ...

hearty fern
vital bay
#

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 VBThumbsUp

ember stirrup
vital bay
ember stirrup
# vital bay alright, ill search around a little more and then ill give it a go, thank you
Nexus Mods Forums

more or less what it says in the title - ive installed skyrim SE via gamepass on PC, however vortex doesnt seem to detect i have the game installed - ive tried setting the location manually however i cant seem to find it - any suggestions would be really helpful

#

This might help, haven’t read the whole thing though

cosmic spoke
#

Does anyone know if theres a way to set the world time from a script? Like the time of day?

ember stirrup
ember stirrup
# cosmic spoke Does anyone know if theres a way to set the world time from a script? Like the t...

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/

ember stirrup
green orbit
#

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.

thorn bison
#

can this cause issues for quests in other games?

thorn bison
#

@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

chilly prism
thorn bison
#

alright thanks man

#

that really sucks theres probably gonna be issues with dimensions too

#

does that include all assets including texture files and such

gentle owl
icy sierra
thorn bison
#

alright thanks guys

cosmic spoke
#

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

ember stirrup
cosmic spoke
#

I don't really know how to do that.

#

Idk but I ended the task because I saw I did save it

covert pelican
#

When exactly is it freezing?

cosmic spoke
#

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

ember stirrup
thorny lark
#

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?

cosmic spoke
# thorny lark Ive never played any bethesda games before rlly. And i heard they were quite goo...

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.

thorny lark
cosmic spoke
vital bay
thorny lark
#

Oh apparently it lets me marry serena?

#

That sounds cool, im putting it on💔

frail magnet
#

The official Creation Kit wiki has been offline for over a year.

ember stirrup
dense gazelle
#

how would one go about manually updating a SFSE plugin that uses DLL and PDB files and the like?

eager flame
#

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

thorny lark
#

For the hunter born mod do I do the optimized or xb1 version I'm on console

slender siren
hearty fern
#

starfield:
How do I display a msg.Show() where the choices are like a table as opposed to the bottom of the display box?

bold skiff
#

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

wet kettle
#

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

iron marten
#

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

drifting flax
#

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.

drifting flax
#

Also, since the main wiki is still down, you can use the copy posted earlier by Aflin

ancient aspen
#

@thorny lark can you send it to me here, thankss!

thorny lark
#

Yeah. Hold on

ancient aspen
#

so i download this, and then retry the gate to sovenguard download?

thorny lark
#

Yes. Set it up first. Connect it to Nexus

ancient aspen
thorny lark
#

Either works. Just remember you can only use one portable instance at a time

ancient aspen
thorny lark
#

I'd pick portable myself but it kind of depends on your preference so it's your choice

ancient aspen
thorny lark
#

I don't check dms. Could you explain what's wrong?

ancient aspen
#

im gonna clear them out then download sovenguard

#

i will put the pic in screenshots and video

thorny lark
#

Wait, are you sure those mods aren't the ones you tried installing through vortex

thorny lark
#

Get rid of them first.

ancient aspen
thorny lark
#

Through vortex. Trying to fiddle between both mo2 and vortex can be finnicky

#

Just Uninstall them through vortex itself

ancient aspen
thorny lark
#

Without getting rid of the mods it installed?
Do you remember what directory it stored installed mods in?

ancient aspen
thorny lark
#

Well if you're seeing them visible on MO2, they definitely got installed. This is going to be problematic

ancient aspen
#

i selected them all, idk what button it is to delete it

thorny lark
#

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

ancient aspen
thorny lark
#

The one in appdata? Yes. Delete it

ancient aspen
thorny lark
#

Then refresh mo2. See if the mods are gone

ancient aspen
thorny lark
#

And also check the my games folder in documents to see if anything vortex related is left there

thorny lark
#

Check the my games folder one last time and then refresh mo2. See if they're gone now

thorny lark
#

Documents

ancient aspen
thorny lark
#

I think the folder hasn't been created yet. Ok, refresh mo2 and see if the mods are gone

thorny lark
#

This complicates things. You shouldn't have nuked Vortex without getting rid of the mods first

ancient aspen
#

i just opened vortex back up

thorny lark
#

I doubt that'd do anything. Try it. If that doesn't work you may have to reinstall skyrim itself

ancient aspen
thorny lark
ancient aspen
thorny lark
ancient aspen
thorny lark
#

Ok. Navigate to the mods tab first

#

Now you should see the purge button

ancient aspen
#

but it there still in plug ins

thorny lark
#

Okay. That should get rid of the mods linked to the game. Now check if they're gone in MO2. Refresh it

thorny lark
#

Yeah. They're all disabled. You're safe. Now delete the mods one by one

thorny lark
#

On vortex.

#

Navigate to the mods tab again and delete the mods

ancient aspen
#

but i have stuff in plugins tab

thorny lark
#

Select the mods in the mod tab. That should open up a menu, click remove

ancient aspen
thorny lark
#

Send me a screenshot. Let me see.

ancient aspen
thorny lark
#

The plugins tab as well

ancient aspen
#

i found the problem lol, these plugins are creations i have downloaded on steam lol, i need them

thorny lark
#

: )

ancient aspen
thorny lark
#

Yeah. If the mods are gone and they no longer show up in MO2, Uninstall it

ancient aspen
#

and then download gate to sovernguard througn mo2 yada yda

ancient aspen
thorny lark
#

Creations as in the in game mod menu or CC?

#

Cos CC content plugins are marked with a cc-before the name

ancient aspen
thorny lark
#

The free ones right? Not the paid creation club items

ancient aspen
thorny lark
#

Yeah. Alright then, now install gts as usual

#

Make sure you connect to Nexus else the "download with mm" button won't work

ancient aspen
ancient aspen
#

let me try uninstalling and try again

thorny lark
#

Wait

ancient aspen
thorny lark
#

Ah. You figured it out. Was typing that out

ancient aspen
thorny lark
#

On MO2, head to settings, under Nexus there should be a button called "associate download with mm links"

#

I'm sending a ss

#

Sent

ancient aspen
thorny lark
#

"Associate with download with manager links"

#

Above clear cache

ancient aspen
thorny lark
#

Ok. It should work now. Download the mod

ancient aspen
thorny lark
#

Yes. You just changed it so MO2 handles those links instead of vortex

thorny lark
# ancient aspen 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?

ancient aspen
ancient aspen
thorny lark
#

No. No. Check Nexus. You sure the mod page isn't for oldrim?

ancient aspen
thorny lark
#

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

ancient aspen
thorny lark
#

Where did you install MO2?

ancient aspen
thorny lark
#

Yeah. That. There should be nxmhandler.exe in that folder

ancient aspen
thorny lark
#

2? Both .exe files?

ancient aspen
thorny lark
#

Ah. Then open the .exe file

ancient aspen
thorny lark
#

Hold on. I'm a bit busy rn. I'm sending a ss in about 15 mins

ancient aspen
thorny lark
ancient aspen
#

i selected the skyrim thing

thorny lark
#

Clicked on register?

ancient aspen
thorny lark
#

Ok. Now refresh nexus and see if it works

ancient aspen
thorny lark
#

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

ancient aspen
thorny lark
ancient aspen
#

its just a add collection button for me

thorny lark
#

Oh right. Collection mods need to be installed one by one manually. That's a hassle. GtS has like 1000 mods

ancient aspen
thorny lark
#

That's probably for the best. Although I'm not sure what's going on with the nxmhandler. Never seen an error like that

steel pine
#

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!

fathom hare
#

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?

steel pine
#

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.

drifting flax
#

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.

wet kettle
#

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

hearty fern
#

Anyone know a good resource for making clothing in Starfield? Youtube video, or text tutorial is fine

regal iris
#

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

regal iris
#

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?

balmy ingot
# wet kettle hey all I am curious if learning to mod is difficult? I am willing to check out ...

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 ...

magic cairn
thorny lark
#

Hey, does anybody know any mods for Oblivion Remastered that lets you add more than 1 enchantment on apparel?

rugged sleet
#

What tools do I need to mod DOOM + DOOM 2? This also includes the DOS versions

swift karma
#

afternoon what is a good 3d tool to work whit fallout 4 creation engine

icy sierra
swift karma
#

perfect thanks

swift karma
#

found the bea extrator time to work

regal iris
#

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 ?

neon axle
#

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

rare spruce
neon axle
#

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

rare spruce
#

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.

neon axle
#

Still that doesn’t give them the right to harass innocent players who have not done that

#

That’s called emotional projection

rare spruce
#

Oh I agree. I'm just explaining the possible "why" they could also just be a rude person.

neon axle
#

yeah

#

My husband thinks it’s elitism lol he’s a pc player and Xbox

rare spruce
#

Doesn't make it fair or alright. Jerks gonna be a jerk ya know?

rare spruce
#

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 😂

neon axle
#

Well spawn do you have any guide to Xbox load orders

rare spruce
#

I might 😅

neon axle
#

I don’t use really any big mods besides ussep

rare spruce
#

Which game?-Ah Skyrim.

neon axle
#

yes

neon axle
rare spruce
#

My load older has been the same forever. I'm trying to remember which template I use.

neon axle
#

It it compatible with the updated anniversary edition

#

that’s the Skyrim I own

rare spruce
#

Oh absolutely. That's the version I play on exclusively now.

neon axle
#

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

rare spruce
#

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. 🤔

neon axle
#

Alright just ping me here when you find it!

rare spruce
#

Have you tried the Logical Loadorder 2?

neon axle
#

No actually

#

I like making my game look fantasy like but still vanilla if that makes any sense

rare spruce
#

I getcha.

#

I'll go check around once I finish this round of Hell Divers 2.
The template is in my bookmarks somewhere.

swift karma
#

hey thanks for the help last nigth is defently hoocked on the creation engine

swift karma
#

i defently see some posibilties whit fall out 4 modding

neon axle
#

I found the logical load order for Xbox. It seems very useful. Any Xbox players use it can yall tell your experience with it?

swift karma
#

can i do fixes in the creation engine like make the game run better

winged grove
#

do u guys think i can make a tiny dragon that says random dad jokes?

swift karma
#

any one

winged grove
#

can i make a island in skyrim ck or?

opal raven
#

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.

winged grove
#

im just soo new to it tho

opal raven
#

There's a LOT of information out there just need to pick a starting point and follow along.

winged grove
#

thnx ^^

opal raven
#

Good luck!

winged grove
#

i also want to make a tiny dragon that tells random dad jokes XD

opal raven
#

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

crystal sphinxBOT
#

Why don't sharks eat clowns? Because they taste funny.

winged grove
opal raven
#

?dadjoke

crystal sphinxBOT
#

How do you make holy water? You boil the hell out of it.

winged grove
#

?dadjoke

crystal sphinxBOT
#

What do you call a snake who builds houses? A boa constructor!

winged grove
#

i love dad jokes lol

tiny lance
#

Well, time to learn how to mod New Vegas

languid parcel
#

I just got an idea for mod probably should start figuring out how to do that

dawn mountain
#

trying to download the creation kit to install fallout 4 TOP mod and i land on the site in maintenance page.

prime inlet
#

@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! VaultBoySunglasses

winged grove
#

can someone help me to install mods i cant remember how i install mods XD

dusty ridge
#

Hello, where i can find the Oblivion Remastered modding channel ?

ancient latch
dusty ridge
#

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.

prime inlet
#

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 VaultBoySunglasses

#

Not a guarantee ofc but it is a great motivator as well as making amazing content for everyone to enjoy playing!

smoky fossil
#

cuz I never heard of the creation kit

prime inlet
# smoky fossil I wasn't trolling. I just wanted an answer, thank you btw

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

covert schooner
#

Hello with fnv i have problem the entire strip is bugged buildings are dissapeared and stuff

#

theres more images in it

placid folio
#

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?

placid folio
#

@obtuse grotto

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.

rugged kettle
#

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?

placid folio
obtuse grotto
#

Not sure if it's allowed to link to other discord channels, just google JaySerpa Discord and it should come up

rugged kettle
#

surprised ya aint got it in ya bio

obtuse grotto
#

Oh yeah, just click on the GTS tag next to my name

rugged kettle
#

xd that works

placid pier
#

Is there no way to contact Bethesda’s Legal directly?

fathom hare
#

Legally 😆

waxen hull
#

is nexus alive? cant download anything

placid folio
#

What do you guys think about the dialogue expansion mods by anbeegod?

#

Just recently released one for Ulfric and Galmar.

wet bluff
#

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.

https://www.youtube.com/watch?v=ZxkF5_qorzM

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:

  1. Makes Valerica a fully fledged follower with 312 lines, all voiced by high quality AI (see...
▶ Play video
terse ledge
#


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

fathom hare
#

What did you intend the script to do?

terse ledge
thorny lark
#

A Dave Chappelle mod for fallout 4 where he's a follower

#

Give him special dialogue for Chem users

normal laurel
#

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.

icy sierra
normal laurel
#

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.

icy basalt
#

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 Deer

verbal snow
#

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!

jagged inlet
#

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?

hardy tundra
jagged inlet
#

@hardy tundra thank you.

gentle owl
jagged inlet
thorny lark
#

vault 134 when is it going to be fixed

celest juniper
noble notch
#

Hello guys 👋
New up here
Am sammyz by name and a 3D artist with many years of experience

cinder dagger
#

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).

analog garnet
#

Can you tell me how to access mod menu in fallout 4

thorn laurel
analog garnet
ripe frost
lofty coral
#

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?

gaunt jasper
#

are there any mods for dogmeat that give him some extra attacks or modify the attacks

gaunt jasper
#

fallout 4

opaque ruin
#

is there an FAQ channel I missed for issues with compiling .psc files via with PCA (its pointed to MO2)?

neon prism
#

Hey guys can anyone walk me through on getting MCM to work on vortex?

delicate wraith
#

Hey how do I switch windows in xedit

desert tusk
#

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.

fathom hare
desert tusk
green cipher
#

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

maiden current
#

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

real sphinx
# maiden current wait, so am I reading right that Playstation players are going to be able to get...

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.

maiden current
#

(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)

hearty glen
#

Hey, does anybody know when they’re going to fix it where you can have mods and fallout four for Xbox

naive tree
#

lol, loves how Sony basically allows players to experience modded content through a needle

molten solstice
#

Could we see external assets be allowed on fallout 4 in the future

median shard
#

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.

rose tundra
#

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

cerulean lake
#

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

stark marlin
#

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

rich kiln
#

Between that and Youtube tutorials and various websites / forum posts and various modding discords that's about the sum of it.

junior glade
#

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?

fathom hare
#

There's probably a lot more to it than just clicking a check box that says enable achievements, whatever game

rich kiln
junior glade
#

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!

rich kiln
#

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.

hardy tundra
#

There used to be some mods that re-enabled achievements due to some workaround before AE, definitely not by intention however.

dawn mirage
junior glade
#

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

winter crown
#

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?

radiant raptor
#

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?

dawn mirage
#

Needs too be a thing on playstation mods tbh hopefully it happens

obtuse tide
#

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?

quick bolt
#

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

fathom hare
fathom hare
quick bolt
fathom hare
#

What about them do you want to change? The juice probably isn't worth the squeeze here.

quick bolt
#

Just what it says, for me it does, i don't want to upload on nexus mods or anything it's just for me

rich kiln
# quick bolt The buttons that say R) RADAWAY T) PERK CHART etc.

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.

rich kiln
quick bolt
rich kiln
#

I see. One moment.

#

Oh fun. It's been so long since I last opened the FO4 CK it loaded the bethnet launcher hokuLUL

#

@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

obtuse tide
rich kiln
#

Ah, I see. np SadAyakaThumbsUp

quick bolt
sacred stream
wide valley
#

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!

native magnet
#

I need help please

sacred stream
native magnet
#

With finding a cheat chest in riverwood bridge@sacred stream

sacred stream
#

Ah, uh.. no idea personally :/

native magnet
#

@sacred stream okay

sturdy slate
gaunt marsh
native magnet
#

A cheat chest under the riverwood bridge

gaunt marsh
native magnet
#

@gaunt marsh that's is weird

round geyser
#

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?

sacred stream
# round geyser I remember a while back seeing a Starfield mod that added a door that you could...

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

rose oak
#

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

half quest
half quest
# rose oak 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

rose oak
#

I can extract nuka world dlc,far habour dlc, but when its fallout 4 It dont appears

half quest
#

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

half quest
# rose oak 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...

▶ Play video
rose oak
#

no textures,no materials only the meshes

half quest
grizzled torrent
# rose oak I did everything right but If I try like to extract everything from fo4 the only...

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.

mint root
fathom creek
#

Who’s ready for the new fallout 4 update to absolutely curb stomp the existing mods

covert pelican
#

Nothing shown in the announcement suggests that's going to happen.

quick bolt
grizzled torrent
quick bolt
grizzled torrent
#

You did download the correct version of B.A.E. right?

#

It's in the requirements of B.A.E.

quick bolt
grizzled torrent
#

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?

stuck pond
#

any Skyrim ae mods that can replace additem?

grizzled torrent
#

What folder are you extracting to? One you created yourself or the data folder? Create a new one

quick bolt
#

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

grizzled torrent
stuck pond
stuck pond
#

maybe I did something wrong I dont honestly know
not that the keybind does something, or the spell being even with psb

covert pelican
stuck pond
#

AddItem menu
Not the function

quick bolt
#

so just tried downloading B.A.E that @grizzled torrent provided, still won't open anything

grizzled torrent
quick bolt
grizzled torrent
#

No way to do a quick explanation. It's one of the environmental mapping techniques of computer graphics.

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They're textures formatted in a specific way.

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Handles how the light hits the object

quick bolt
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okay, thats not what i tried to modify, so it probably won't make a difference to what im trying to do

radiant raptor
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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

grizzled torrent
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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.

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Weapons, though. Yeah. Probably.

vivid bough
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are DLCs mandatory for modding in new vegas or what

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cant get shi without these errors saying i need some "masters" and they are DLC names

mint root
rich kiln
# vivid bough are DLCs mandatory for modding in new vegas or what

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.

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On average when it's on sale it's about $5 for the ultimate edition so it's at least reasonable.

half seal
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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?

grizzled torrent
half seal
open tendon
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I got pinged but I don’t see the ping or my original message wth

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I’m so confused

zinc delta
cursive saffron
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Any console players in ere

open tendon
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Does anyone know what causes thetextures of building and terrain to go weird

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Like they lower in resolution, then raise up about a meter off the ground, and I can walk through it

open tendon
warped hill
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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.

rich kiln
dense reef
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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. 🙏

open tendon
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Can someone tell me what mods to disable if any for November 10th if I give my load order

distant jetty
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Is there a way to adjust the height at which items are dropped for starfield?

stone bay
obtuse tide
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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.

icy sierra
obtuse tide
distant jetty
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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

delicate wraith
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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

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how do I fix this?

dapper lake
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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.

dapper lake
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ok the mods started working then skse died

lilac fog
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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

glossy finch
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Guys, do some of you tested the unofficial patch of Oblivion remastered ?

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Ah, its a dead channel

mint root
mint root
ocean lantern
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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

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I know how to do all the hooplah of coding it I just dont know how to get like a cool model for 'em