#modding-general
1 messages · Page 28 of 1
I’m forever trying different stuffs my game would probably be unplayable if I had to manually install and remove stuffs
yeah, it's a pain
I would miss things I’m sure of it lol
when I want to update a heavily scripted mod with loose files, I end up having to re-extract the zip file and go split screen, remove each item and compare screens, to make sure I don't leave any fragments
especially when the update has fewer items than the older versions
although CAO is helping with that. I have been making .bsas for as much as I can, before I install it, now.
Well you’re thorough. Far better than me thats for sure
Also some mods on nexus are supposedly designed to be installed by a mod manager
they're going to drag me into the future, whether I like it or not
Okay this is weird, I'm trying to rework the Arcane Blacksmith's enchantments, where it's supposed to have 15% Fortify Smithing instead of 20%, but instead of doing that it just gives me +15 Armor?
I need to reinstall skyrim because I don’t have an in game mod menu but afraid of losing everything
The Bethesda mod menu from the game screen
You using any enchantment mod that changes stuff?
I'm not touching anything even close to reinstall or update, voluntarily, until at least I know what mods will be updated
permanently offline steam, until further notice
My PS4 hasn’t been turned on. I fear the 0kb. I knew it was going to happen lol
Yeah, that's probably it lol hang on XD
If I can
I have steam set to not update unless I launch through steam, but they have been known to stealth-undo settings in the past.
I’ve been playing vanilla on pc for steam achievements and it’s been erm interesting so far
I spent almost 3 yrs playing vanilla on PS3. My vanilla days are done. lol
Some cells like windhelm show “area unknown” if I have a save file there
But hey blood on ice completed with zero issues lol
On my modded profile I noticed a few areas that lacked names from smashed patch.
Always something new and exciting
Blackreach, windhelm and shalidora maze all have an error for name on the update
Good night 🙂
Mmmmm definitely making that!
is good stuff. Pay no mind to that creaking artery.
Bah better to enjoy life eating good stuffs
Such is the M'urikan way XD
right?
Than suffer cardboard
If I'm going to clog something, it may as well be the aorta. Go big or go home.
Ok, night all.
Night mate
Lmao night
hey guys how do i know which mods require skse?
i just upgraded to skyrim AE and would like to know what mods i can download from the ingame mod menu
I have only patch mods for oblivion, my FRostCraig spire is made of "wtf im missing texture" sighns..
Any mod that requires a third-party utility will state that requirement in its description.
There are few, if any, PC mods uploaded to Bethesda.net require SKSE. And there since SKSE can't support consoles, there shouldn't be any mods requiring this for Xbox or PlayStation.
You guys think people will be able to comment on mods in Starfield and TESVI? It really sucks that we authors aren't getting as much feedback because people understandably don't want to have to go to Discord or grab their PC and log in on Nexus Mods just to comment. Some people just downrate things they have an issue with and move on without giving feedback. I frankly think it's a bit insulting that Bethesda offers so little support to the modding community while benefitting hugely from it economically.
Bethesda offers so little support to the modding community
look at what "support" other companies offer to the modding community
Their paychecks rarely ride on the modding community like Bethesda's does.
yes people only bought the games when the mods were out!
Sure, Skyrim was a hit when it was released. 10 years ago.
it's not even clear what point you're making. people dont leave feedback on mods because they don't want to and just click on the thumbs down button, clearly it's bethesda at fault here.
Releasing mods with the most minimalistic support possible and using it as a selling point because they haven't had other big successes in 10 years.
You could also send a handwritten letter to each mod author, why don't they just do that? Lazy users am I right?
How can I install the creation kit on Skyrim AE ? (I have it on Steam)
Do I need Bethesda launcher or I can install it directly on Steam ?
Yes, you need Bethesda launcher.
In which languages the mods are programmed ?
You mean programming languages? None, you don't need to make scripts to make decent mods, but if you want to make advanced mods then it's a language called Papyrus.
So basic mods are changing textures ?
basic mods are made within the CK
No, there are menus in the Creation Kit where you can edit things however you please, albeit it's a bit unintuitive.
I learned most things by using xEdit to make mods, it's a lot more intuitive and you'll understand how mod files work easier. It took a while before I started using the CK, by then I knew how to make clean mods because of the visibility you get in xEdit.
It's called SSEEdit for SSE.
when I started making mods, xEdit wasn't a thing, I think
It definetly wasn't a thing for Morrowind, as it still is not xD
Imagine a Morrowind remake where we can use current modding tools 🤩
I think I'm just hungry for more modern TES games lol
I think you will wait...
don't worry, we can keep Skyrim going into the Fifth Era
How do I go about in applying the Imperial Luck passive from Imperials as an enchantment onto a hat?
I haven't done this as an enchantment before, but as a top-of-head guess, create a new enchantment, right-click where the x is and add a new magic effect. Then find the raceimperialluckeffect in the dropdown.
I think that will work for you as an enchantment. If you want it to be a separate thing that will allow you to still enchant the hat with something else, then you would probably need to use something like a modified version of the Silver Sword script and create a perk to carry the effect, so the perk is applied on equip.
… your joking right? falllout 4 and 76 were big successes
Probably want to take a look at a few other vanilla enchantments, to make sure the other settings are where they should be. The "base enchantment" dropdown probably won't do much, as it's meant to determine which enchantment is learned when you disenchant something. (ie: sword that does 25 fire damage, but you learn the bare minimum fire enchantment instead.)
they were huge successes
Ugh this is frustrating -_- so I'm working on a helmet, wanting it to give you a spell when you equip it. On its scripts I applied the script "DLC2defaultAddSpellsOnEquipScript". It has three properties as usual, with the first and only property altered to give me the spell when I equip it. Upon starting the game and equipping the helmet, I gain the wanted spell. However in my spell book, it is not there despite being notified that I have it.
In other words, armor is giving me spell, spell is in the game, but spell is invisible and thus unequipable through menu
Ok, finally figured it out and it just prooves how much of a noob I am when it comes to modding. Apparently in the magic effects for the spell, I forgot to assign them to a magic school aka Destruction, Conjuration, etc. I can now equip the spell, but in my hand it doesn't seem to show off any effect. I'll figure this one out but any advice is very appreciated.
Using the vampire health effect as a sample, I think you assign that here. If you have more than one effect on the same spell, it may be fighting over which to display. This is a guess, as I've never had this issue, but you might try assigning only one, leaving the other(s) blank. If that doesn't work, try making all effects the same art.
This is the problem I'm having just so you have an idea of what's wrong
And this is one of the effects that I'm working with
Ok got it, I was missing a projectile for it. Now I can shoot Chaurus spit
Hello people! Does anyone know why I can play moded AE with no issues on the series X, but when I try to play the same game in xbox one, I only get a black screen?? Pleas heeeeeeelp!!!!!
Not sure what would cause that problem, I've played Skyrim with AE on my xbox one and it works fine. Maybe you just need to clear your data, see if that would help? You might have a mod that is causing that sort of issue. If you do use mods that is.
So question before I head off to sleep, anyone know how to implement the enchantments of the Zephyr bow onto a pair of gauntlets through creation kit?
Zephyr is actually unenchanted
It just has a high speed and a custom description
Since gauntlets aren't weapons, they don't have a speed value
Hmm, well rip applying adding bow draw speed to the gauntlets, guess I'll just have to stick to just increasing weapon speed then for the enchantment.
What about the QuickDraw perk? Maybe you can give the character some version of that when they equip the gloves
Hello ppl.Not 100% sure what you guys looking for but in case Im understanding correctly..You can look for the gloves or any equipment and use the script dlc2defaultaddperkonequip.I think thats not the full name but just write perk and you will see it.This allow you to attach a perk to the item so when you equip said item,the perk gets applied to the player while you have the item equip
Ooo~ That might work, thanks for the tip mate, I'll see if I can apply that ^^
Does anyone know where I can find Malkoran in the Creation Kit? I can't seem to access his inventory so I can give him a key to unlock a chest
usually just enter their name into the lefthand search bar, set either to All or the Actors tab
I tried that but when I found him, I couldn't access his inventory? It was all grayed out
I think you need to click on of the boxes in the character page.Npc sometimes are using another reference from some other npcs.
yea,in the templade data
template
Theres a box that says Use Inventory
So he is probably using someone else Inventory and you cant change it till you click that box.(So he will use the inventory you set for him)This applies to other settings in the npcs as well
0009CB66
uesp has base id's and ref id's for everyone
Hmmm...I'm having a bit of trouble with the enchantment for the sword "Torment" that you can get at The Cause. It's a unique Daedric sword, deals a generic 30pts of Fire Damage but its stats are pretty high being equal to an Orcish Greatsword in damage but equal to an normal Daedric sword.
It's already powerful so I don't think that I should touch it...but then I notice the Daedric runes, it reading "Putrefaction" which is like the process of decay or a body rotting. So it got me wondering, should I replace the Fire damage with Poison damage? Or split the difference where it has 15pts of Fire damage but also has additional Poison damage?
Will there be people who will not like it? sure
Will there be people who would be interested in that? definetly
Should you do it? If you want it and have the skill, go ahead!
Thanks for the support, I figured that people may not like the change (although not sure why lol) but it feels like it would somewhat make sense. It's called "Torment" and literally in daedric runes it has Putrefaction carved onto the blade. So I felt like it would make sense that the blade would origin wise not be made so to simply kill people but instead mostly made to inflict as much pain as possible to whomever is inflicted with its deadly bite.
And while on the topic of editing some of these enchantments, I got to Umbra now and...either Umbra gotten an update where it gotten an uber charge recently, or the USEP Wiki page on the weapon is wrong?
Wait, scratch that lol apparently the boss who wields Umbra has a different Umbra XD
Can someone make a new super mutant race for f4 that adds the different gens like dc super mutant mod
For xb1
Okay, anyone got any ideas for good enchantments fitting for the Nerevar? I already got one enchantment for the helm, that being a +30% boost to One-Handed, any other enchantments befitting to the theme of the Nerevar?
You could take some inspiration from known artifacts of Nerevar, particularly https://en.uesp.net/wiki/Morrowind:Moon-and-Star
is the skse 64 bug free as well as is the black screen bug fixed?
if not i will just continue waiting
@real sphinx when u said they require skse
so i download the latest skse and i can start downloading mods from the ingame menu and it works fine right?
I mix Nexus and Bethesda.net mods all the time with zero issue, although I know some have reported problems.
But I don't typically use SKSE, so I can't personally speak to that. (To respond to some of the monocles dropping there: the majority of the time I'm playing mods I'm specifically playtesting, and I don't like having extraneous content enabled while doing that.)
don't want to have bugs from other mods or mod interference in the mod you're testing
skse plugins won't work
unless they're updated
ingame menu downloads from bethesda.net which don't require skse as a rule
You can upload SKSE dependent scripts to the site for PC mods and they'll work just as expected. There is no SKSE version of the Papyrus compiler. There are only additional scripts provided by SKSE.
Obviously those won't do anything on XBox though 😛
you'll still need the SKSE base scripts for the compiler to recognize the added functions, though, don't you?
Yes, but if you include those in console mods the system will just ignore anything dependent on them.
of course
has it gotten an update since AE?
Does anyone know if this mod is compatible with AE? https://bethesda.net/en/mods/skyrim/mod-detail/3023579
Should be, yes.
No SKSE to bear in mind, no dynamic link libraries. Don't see why it would be affected by AE update.
For Bethesda.net mods, they're only likely to be impacted by the AE update if they change graphics settings, or happen to make changes to the same spot as a creation.
Yep. When considering mods to Feature, we don't want to end up nixing something and find out the issue came from other content, or was a load order matter.
We will frequently enable all mods we're planning to feature that month, in case two are incompatible, but they're typically chosen to make that unlikely.
Has what been updated?
I think there was some message before mine refering to a papyrus library or something
There was yeah
I haven't checked nexus today, but if you mean Papyrus Util, the last I saw from exiledviper was that they were going to let it sit for a little while, for AE and SKSE and everything to get ironed out, then take a look at what will be involved in updating. I did happen to see something on the Gamerpoets discord, about aers planning to update SSE Engine Fixes, though that conflicts with what I read on that particular mod page last, so IDK what will turn out from that. I haven't seen anything from meh321 yet, on the Address Library for SKSE Plugins, so IDK about that either.
Aers himself has already confirmed it in a reddit post.
Yeah, that's the one I just saw on GPs discord.
So I had altered the enchantments of the Dawnfang sword, just boosting its Fire/Frost damage and Absorb Health/Magicka effect, but now the gems on the sword are permanently black instead of originally switching between its red and blue effect.
This is a bit frustrating, I have no idea what I did or what happened that would render Dawnfang being unable to display its enchantment effects in switching from red to blue and vice versa and just left with this black gemstone. >.>
Well I’ve had that issue with the sword while playing completely vanilla.
But how do I go about in fixing it?
Okay found what is causing the issue. I seems that when I've changed the magnitude of the enchantment i.e changed Dawnfang's Fire damage from 7 to 15, the enchantment effects become broken resulting in the black gem issue.
I've encountered plenty of a similiar issue with phase transitions. For example, an explosion nif triggering after a projectile hits and either: cutting off completely mid into fade-out animation, during fade-in sequence, or sometimes not even encountering the issue at all. It seems to be more prone with certain behaviors for me (MagicBeginLoopEnd.hkx and StaffIdleLoop.hkx (or something like that.)). One last example are custom weapon type bound spells, on a fresh new character or COC'ing from main menu, the purple refract flame would play but the actual weapon wouldn't, but only happens that one time ever and then things are totally fine after that. Very finicky things
For me it's always inconsistent, which makes it more annoying to remedy. Sometimes it plays fine, sometimes it cuts off by a seemingly dice roll.
Oof, and you say something about a nif triggering right? Hmmm...maybe that's the issue? Wonder if I can edit that?
Found the problem! Turns out I needed to reduce the base cost of both Dawnfang's Fire and Frost damage to 0.1000 and its enchantment effects are back on.
Anyone else have the “no race description” bug?
I have been tryin to change since forever the falling snow color to make it whiter.Snow is not supposed to be gray lol.Anybody here knows how to do that?Just the falling snow
Apparently Beth.net is removing ports of my mods by other users even though my mods are all open permissions. Is there something I can do to stop this from happening?
People porting my stuff to Beth.net saves me a lot of time I would like it to be as easy for them as possible 😄
we can tag a moderator to see your post Simon @real sphinx @lunar lake
I... ok
@hearty junco when folks port mods they need to follow these guidelines: https://bethesda.net/community/topic/423381/
This is pretty straight forward with open permissions, the porter just needs to include a link to the original. But if they aren't doing that, folks may not realize they're open.
Cheers, I'll pass it on. Sorry you got pinged lol
The volunteer moderators don't have access to the Mods system, just Discord.
Also, I'm not a moderator, I'm a developer, although I am able to help here and don't mind the ping.
On that topic, if a mod of mine from nexus was ported to bethesda.net, but I have since removed it from nexus, will that cause the porter issues? I will happily send a "has permission" email if needed, to avoid any problems.
It may cause some complications.
I don't believe it's all that common for folks to report ports when the original is taken down. If it does occur, the moderators will likely request proof of permission from the porter, who may need to scramble to get it.
Of course, if they don't know how to contact the original author, this may mean they have no proof of permission, especially if the mod had open permissions.
Thank you. I'll try to reach out to them and let them know how to reach me if needed.
Not sure if this is the right place to post this, please let me know if it should go elsewhere. Does anyone know if the "orange patches" issue got resolved with the release of the Anniversary Edition? I don't know if it was strictly tied to using the unofficial special edition patch or not in skyrim special edition, but that's when it seemed to happen most. And from what I read online it was an issue with the renderer code used for the Xbox version of the game, and Bethesda needed to fix? Or something like that.
Unlikely. USSEP was updated some time ago to deal with the issue though.
SKSE has been updated FYI 1.6.323
Ok, so lets say I want the Synod mages to use the same robes from BS: Bruma, but I don't want to install Bruma or use any of its assets and what not, other than just the Synod robe set. How do I go about in making that into a mod? Like how do I take the assets of one thing and make it into something else?
What I would do is open up the Bruma mod in the CK, find the robe and note how the mesh, keywords, enchantment, ect, are set up. Open the CK again, create new robes using the Bruma robe data as a guide, find the Synod Mages, delete their existing robes in Outfit Objects and add your new robes to that list. There may be other ways to do this, but that's how I'd do it.
EDIT: This assumes the files are loose. When files are in a .bsa I usually unpack the .bsa.
Oof, yeah the Assets file are in .bsa so there's that to be aware of. Because I want my Synod mages wear something else other than just generic monk robes. Like common you're a guild of political mages from the Imperial City, not a bunch of priests of Mara that decided to spread their love to a bunch of Falmer and brass robots.
@covert pelican I found this at the back entrance of Riften. I’m on PS4. The mod is Point the Way.
@covert pelican Nevermind seems to be a conflict with https://bethesda.net/en/mods/skyrim/mod-detail/3078619
Does anyone know if it would be safe to uninstall Riften Eastern Roads mid-gameplay?
Removal of mods in the middle of a playthrough is not supported.
If you uninstall a mod, go back to the save point prior to installing it.
@neon cape what kinda mods you make?
my main mod project is currently under wraps but i'm planning for it to be a decent addition in worldbuilding and storytelling for skyrim - beyond that i'm currently with the AU's Hestra's Nest student project and i'm prolly gonna try to join up with Skywind some day
also did mods in another community a while back but that's another story
Ah that's cool. I just download mods on Xbox lol.
Really hope Elder Scrolls 6 will have mod support on console. But I'll probably finally have a PC by the time it comes out lol.
it most likely will, i dont see why bethesda would revert course now that they're actually owned by xbox
in any case, im gonna see about publishing my work on bethesda.net too once the time comes
I'm happy Xbox and Bethesda fan
i'm more the playstation guy, but it doesnt matter to me since ive been playing bethesda games on my PC for almost a decade now
Playstation is cool. But I personally prefer Xbox. Plus now that they own some of my favorite devs like Bethesda and Obsidian.
that's fair
How do I go about in opening a bsa?
I use a .bsa unpacker: https://www.nexusmods.com/skyrimspecialedition/mods/974/
Got it, thanks. Wanted to switch the Ward of the Seasons to Dwarven Plate
You don't really need to mess with the bsa for that.
Just change the model path in the Armor form record to point at the intended mesh.
I tried that, but it wouldn't show for some reason
Like I went to change the mesh, went to mesh/creationclub, but there was no file for the Dwarven Plate which is bgsse061
Don't worry, I already gotten it, but now I'm stuck on a new problem which is the innkeepers not giving me the note needed to start the Headsman's Cleaver quest just because I changed the writings of a few things. All I did was renamed all instances of the Headsmans Cleaver to "Bloodfall Blade" and "Shogarz gra-Batul" to "Shogarz gro-Batul" respectfully.
Ouch. Yeah. Good luck with that.
Ugh -_- I may have to try and revert the changes, see if I can get it all back to vanilla and start redoing the work I did from there.
If you're going to change names of instances, do from a quest with a message name. That way you don't actually touch things.
If skyrim allows such things. You can do it in FO4.
Yes because not sure if you know this, but the author of the Headsman's Cleaver addon made a mistake with the Orc names where it should be "gro-Batul" instead of "gra-Batul" because in the Orc culture "gro" means "Son of" and "gra" means "Daughter of".
So the clan's forgewife didn't make it? It was made by a male orc? Are there forgehusbands?
The Headsman's Axe was made by Durak gro-Batul aka the Bloodfall Queen's grandfather, but you do bring a question on the table whether or not there are forgehusbands...would the Bloodfall Queen have forgehusbands?
I only played Blades a little while. The dungeons were both addictive and repetitive, and so did not stay on my phone. Addictions are not something I like to have. Did not get to the point where I got to meet the Bloodfall Queen. You might want to ask in lore about the forgehusbands though. I've only heard of forgewifes.
I'm glad you were able to resist the addictive part of it. Some of that falls a little too close to the way gacha games fund themselves, and while I understand it, at the same time it's a bit much for people - especially anyone susceptible to gambling addiction (not saying you are but rather of the populace in general). Either way, hug for you:

I've removed all games from my phone of that nature sans the ones that allow you to earn little things via the course of playing the game. I'd probably have a gambling addiction if I actually liked to spend money. I understand that companies have to make money to support their games and staff, but there's got to be a better way.
There is, but unfortunately too many of those companies have now seen the explosive income potential there is and there's just little hope of putting that genie back in the bottle now. 
Oy. It's not like we can take it with us. There are whole tombs in regions of the world that prove this. -.-
Aye. 
Okay~ So, learned something with the Creation Club addon "Headsman's Cleaver" apparently the problem was not on my end with my mod, but it was on its end since I had someone do a test where the same problem was occurring and they did not have my mod installed. When they disabled AFT and LOTD - Curator's Companion, they gotten the letter to start the quest.
Therefore, any mod that modifies dialogues of NPC's will mess things up with CC especially with Headsman's Cleaver.
You should always do testing yourself and then doublecheck that things are working via a beta after you've confirmed on your end. Why did you not test it yourself before uploading?
I did test it myself, my mod mainly just alters the enchantments of the CC artifacts like Goldbrand and such, if anything all I had to worry about was their FX working. The only other edits outside of that was fixing up the Headsmans Cleaver add on by changing all references to the weapon to its new name.
Does anyone know if having Arthmoor's village mods and Cutting Room Floor installed are redundant with each other? Some of the descriptions on the village mods indicate something like "it seemed like this was supposed to be in the game" so I want to make sure that those and CRF aren't going to clash with each other
Not that I'm aware of it. His mods are a staple of my load order on PC.
thanks @grizzled torrent ! I found one such instance; Heljarchen from CRF and Arthmoor's "Helarchen Creek"
That's what made me initially curious
but I also found that CRF restores Heljarchen from here (https://tes-mods.fandom.com/wiki/Cutting_Room_Floor#Locations) so I don't know if the wiki can be trusted either 😅
Cutting Room Floor is a mod created for The Elder Scrolls V: Skyrim and The Elder Scrolls V: Skyrim Special Edition that adds features that were originally intended to be in the game but didn't make it to the final stage. This includes quests, characters, items, scenes and much more.
Did you check Arthmoor's website for the changelog? Pretty sure his stuff is additive
So you didn't check the mod author's website? O_o Why not?
That's where the info would be.
To be honest, kinda new to the modding scene. And I'm doing it on Xbox. I tried googling for the answer but got nothing. But you're right, checking the mod author's website makes sense (as long as the mod author has a website, which in this case he does)
Been relying on the mod descriptions mostly
Ah. I see. Well, Arthmoor has a website with a forum. Here's the link to the mod. Just post your question there. He's very good about answering. https://www.afkmods.com/index.php?/files/file/1927-helarchen-creek/
A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small villag...
Thank you
That's a slight source of confusion apparently. They are two different locations. Heljarchen is the village I restored around the Nightgate Inn. Helarchen Creek is the name of the old village from TES:Arena.
Thanks! I was also just about to post that after some more googling I found someone that asked you the same question on a forum last month: https://stepmodifications.org/forum/topic/14642-helarchen-creek-by-arthmoor/
Good to know that I won't be causing conflicts with both. Thanks again! 🙂
Some modder here they can create/port a (Witcher3) Yennefer playable Race mod to Skyrim SE/AE XB1 ?
Why is there a my creations tab when I go into my mods
just in case you ever wanted to make one? 😅
any plugins you push to the platform via CK will show up there. a second category will be for your published plugins, which you perform on the website.
is it possible to open skyrim se mod on oldrim creation kit?
Can and should are worlds apart.

wdym ? 😅
You can technically, I've done it before back when SE first came out. However, it is not encouraged to try to backwards convert a SE .esp for original Skyrim.
Plus LE cannot read SE's NIF format, as well as other factors that are just going to cause you trouble.
its just bring back little cut content. not adding something new. is it alright to just put it on LE?
You're more likely to corrupt the file than actually accomplish anything.
alright, thanks for answer.
To answer your question to me specifically, LE needs to be left behind. It needed to be left behind the day SSE was released. When I see people wanting to continue developing LE mods, or worse, attempt backporting SSE mods to LE, I see people making the wrong choice; regressing instead of progressing. With AE out, LE is now not one edition behind the times but two. It's time to let it go.
Never really understood why people stay with an older version of a game
Fear of change.
Fun bugs that have since been patched out, like Dark Souls 2's speedy binoculars glitch. That and incompatibility of old mods to the new version. Or the new version is worse at some things, who knows?
I despise devs who patch out fun bugs without reason
Then there's Bethesda, where every bug is a feature as long as it doesn't crash/softlock the game
fixing bugs is hard
Sometimes? Depends entirely on the bug.
When you need a patch for a mod but the author of said mod has completely disappeared and you have some modding experience.
You know I understand when modders stop actively modding, life happens
What I don't understand is when modders delete a mod without reason.
Could any modders explain this to me
in my experience, there's always a reason. Example: someone that used to upload mods on xbox, got reported for not showing permissions. The person in question WAS the original mod author. But due to how the reporting system works on many games/companies, that person got in trouble, for porting their own mods.
That said, they stopped porting and removed their mods because people were ungrateful for, free mods, that they went out of their way to upload. There are many cases similar to that one. Like someone getting banned because someone reported what they said (after taking what they said out of context). Said someone was supposed to be only banned for a short amount of time. During that time, they couldn't update their mods the way they wanted and couldn't see feedback (back when comments were a thing).
Ahhhh
This person then decided to update their mods from MB to KB with a description that stated they were being banned and couldn't update their mods propperly so the update was simply to reduce the size of the mod to give people a chance to delete them (because eventually they would remove said mods). This would cut down on possible ghost space.
Ahhhh
Another modder I liked decided to remove their mods (specific body mods) because their kids were growing up and they felt like the best thing to do was to remove their association from said mods (they didn't break TOS but they could look, "creepy," to their kids).
The problem is, it's very hard to find out why these mod authors/porters are removing stuff nowadays because there's no more comment/forum sections to post in on Beth.net. So you have to find twitter feeds/discord servers or other, just to try and stay in contact with them.
anywho, good luck, hope that helped.
uhh as for me, i have an old pc because sometimes my laptop is used by my wife. my old pc can't even play skyrim special edition, so i stuck on legendary edition.
Ahhhh
Yeah it answered a lot
Thanks for taking your time to write that
you're welcome.
Another reason can be obnoxious/demanding mod users. Modders have to put up with a lot of ignorant complaints, entitled attitudes and anonymous keyboard warriors who think it's okay to insult people with impunity because there are no repercussions on the internet. The majority of modders don't want modding to be a paying job with demanding bosses telling them what to make and how to make it, in my experience. They do it for fun. It's a hobby. They get enjoyment out of sharing and seeing others use their creations. When it stops being fun, when the negativity becomes too oppressive, some modders throw in the towel and say, "I've had enough. I can't take this anymore." They stop modding or they make mods only for themselves. And some take down their mods so they won't be contacted anymore.
Ohhhh I never thought about thst
Im always scared to talk to modders for exactly that reason 😅
Mods are never removed without reason. There is always a reason.
Yeah I've been told
Furthermore, being removed from one site doesn't necessarily mean they are gone for good; rather, they may simply get moved somewhere else where the author feels their rights and wishes are given the proper respect.
Ahhhhh
For example, I opted to remove the mods I had hosted on Nexus away from that site to then either host on Bethesda's website or on my own discord. Others have done similar.
May I ask, why?
Actually I prefer use bethesda website if I could, i can download mod while playing game without opening browser or login into nexus. 🙂
Alright
(bbl)
As a reminder, this channel is for general discussion regarding mods for BGS games and we welcome everyone to share their thoughts and opinions on different matters, but non-constructive drama regarding third party sources (eg. users or websites outside of BGS) simply is not appropriate.
Understood
are the bethesda net servers down right now?
Not for me
Fine on my end too here's the link to the Status page. https://bethesda.net/en/status
found out it just randomly logged me out
I hate it when it does that.
wait? it can? through the game or browser?
I've had it happen both ways.
i only happened on the browser, never auto logout on the game
Reason it happens on the browser is sometimes the cache wipes itself
is it possible to make a mod for consoles ? are there any console mod creators ? there’s tons of mods on console are they all bethesda made or fan made ?
you make a mod on pc and publish it to bethnet for consolea
Yeah
But mods for playstation cant use external assets or scripts
They can, however, use cc
Is there such a thing as a voiceless story mod?
I remember playing one of my first ever games and one game was actually like that: text and visuals
No voice
there's mod in development that work like text to speech.
There are loads, pretty much all note based but still.
I was thinking of something what they did with Christine in that Dead Money DLC in Fallout NV
She was totally mute and we had to play only through text
and her gestures
But I'm wondering if there are considerably more radical sort of 3-D mods where voice is eschewed yet everything else is intact
Just everyday or adventures mediated totally through the eye and voice-muted subtitles
Because in a way - that would be a min-max development
It would be pretty cool if we could have modern games with the feel of early video games where voices or sounds weren't the priority
If necessary I would develop such a mod
So you mean minimal dialogues with a character and have the quests proceed with a waypoimt or on screen hints?
Like instead of going through an entire monologue or a cinematic, it would immediate get cut off and the waypoimt for the next objective to show up.
Not necessarily that minimalistic. I would love silent cinema style film scene narrative interspersed with action and which onscreen buttons are required
Everything except sound of any kind
Cause it would be an easier means of conveying a story
Just the image and the subtitles of the dialogue
Like a comic book basically except that I'm definitely not going for either a comic book feel or a superhero feel
Just an animated gamified story with people "speaking" in either text or signing or gesturing
https://www.youtube.com/watch?v=vP4iY1TtS3s (turn off all sound and keep the subtitles and you'll see what sort of thing I'm trying to convey except that it's not in CGI nor specialised for computer/video games animation - MLK's speech here is used as a form of lorem ipsum sort of typeset except visual)
I Have a Dream" is a public speech that was delivered by American civil rights activist Martin Luther King Jr. during the March on Washington for Jobs and Freedom on August 28, 1963, in which he called for civil and economic rights and an end to racism in the United States. Delivered to over 250,000 civil rights supporters from the steps of the ...
See Werty Perty's videos on how to do advanced techniques with SwAPA or QwAPA, Tim-timman's 'place anywhere' mods. Also, mods are free. You've opened yourself up for scammers. https://www.youtube.com/watch?v=7XioyeOw9X0
QwaPA link https://bethesda.net/en/mods/fallout4/mod-detail/4038979
MA: Tim-Timman
Place anywhere tutorial https://youtu.be/SD7MjPGmGrU
Tilting tutorial https://youtu.be/Csu9beBG9Lw
I may do a video at a later date showing how to make weapon and armour placements easier, but this should be a good start for those learning.
Music by: Parasail ...
He has several videos. I just chose the make static vid, btw.
is there any text limit for the book text in skyrim?
i tried to find out once and i think it took me like 200 paragraphs of the lorem ipsum to break the book
so, it's a lot of text at least
thanks very much for confirming
glad to help
Morrowind
wait wrong channel whoops
Nah not that one no - it was something considerably older than that
Yeah XD
I had a thought 🤔
Gameplay overhauls are adversarial and zero sum
Everyone is fighting over the same users and no one is decisively better
I wonder if content creation where people actually support each other instead of fighting over downloads would be more fun 🤔
People are fighting over downloads?
Okay so there is two new mods I downloaded without a inscription and don’t know how they work even tried to find them on nexus it’s wolfenstien armor and ww2 gear
Cannot find them anywhere was hoping the wolfenstien armor came with that like super mutant looking guy with the tubes in his sides
Gameplay overhauls are often created with different goals and visions, and therefore often incompatible to each other.
Mod users, like their creators, often value different things, and therefore, having a variety of mods available for download allows the users to choose the one that most fits their liking. Creating "one ultimate mod that combines the best of everything" is impossible, as "the best" is highly subjective
I do agree that we mod authors should be supporting each other (where reasonable)
Ultimately, the goal of modding is to increase play experience for the end user, and that can be best provided when resources are pooled and variety is provided
Mod authors should support each other, not just when it comes to design cooperation but also with sharing methods and knowledge. But other than that, diversity is the spice of life and Skyrim modding is no different than that. There'll never be one unified framework for gameplay overhauls, since different people have different tastes, and that's just fine.
The majority of my content creation has been collaborative and it's gone quite well. However collaboration takes a certain mindset that not all mod authors are capable of. Low drama and low egotism for instance are really kinda necessary.
Plus being open to critique on one's work helps a ton when with a team. When I finish something, sometimes it takes me like a day later to look back with fresher eyes and notice what I could improve on it.
did the dragonblood article get moved over to somewhere else since the forums are going away sometime
True, but when multiple MAs mod the same system, it always seems to end in conflict
I think monetising modding may have rewarded the best MAs, but given a ton of people who are popular but not Bethesda material an incentive to fight over downloads
Even mod lists and other "cooperative" projects are in a power struggle 😭
Do you have any example?
I'm not in competition with other mod authors who do similar work. I embrace the diversity. I feel inspired by ideas they had that I didn't. The only meaningful incentive I get is seeing the joy users have in using my work, not download counts or money.
❤️ I'll do more of that
I can see it feeling more of a competition once money gets involved - that's why I stay out of the money
Well, to each their own, as the saying goes. I don't see anything wrong with being a bit competitive when making mods. If anything, I find it helps me put a little extra effort into my works. After all, when I bother to make a mod it's generally because I feel my plans and ideas for it are the best ones.
I can't really imagine the mindset of going into a mod project with the intent of being second best or mediocre.
Whether the community at large notices or accepts the work for what it is is another thing entirely, though, and I can't see myself grossly altering my mod plans simply to chase what other people seem to want; there are instances where mods I feel are awful or otherwise poorly done end up popular and, well, that's just how it is sometimes. 
Both view points can be true at the same time. 😁 For instance there's a ton of Home Plate mods for the interior but none were exactly what I personally wanted. So I tossed mine out there anyway because I figured some people would like mine over the other options but I'm not offended if someone prefers a different version to mine.
Okay so I'm running into a bit of a problem with my mod, so with a robed set I've applied the "Necromancer Ritual" magic effect from the CC addon "Necromantic Grimore" so that way it would be a constant effect applied to you while wearing these special robes instead of having to cast it periodically here and there. Thing is however from a report I've been given, whenever you cast Invisibility onto yourself while wearing these robes, the Invisibility spell only lasts for like a second before it deactivates. Anyone know how I go about in fixing this?
Is that one from ccvsvsse003-necroarts.esl?
Also, you may wish to provide more information, like which invisibility spell was used. From the scroll or one of the potions. CC added new Invisibility spells, one of which only lasts for 5 seconds. Ask your player who reported it if they're using mod-modified spells. If it was working fine before you uploaded it, it may be load order related. If so, there isn't anything you can do about it if someone else has messed up the invisibility spell.
It's the vanilla Invisibility spell, no scroll or potion. And yes the magic effect is from the ccvsvsse003-necroarts.esl. I don't believe it's the player's fault since I made a test save and gave myself both the robes and the spell tome for Invisibility and just as they reported the invisibility spell only lasts a fraction of a second before it's shut off with the robes equipped whereas with the robes unequipped the Invisibility spell works just fine. I even did both a test esp applying the same enchantments to a robe set and a test save, this time removing the script completely from the "Necromancer Ritual" magic effect and although the invisibility spell is working again, the magic effect could no longer work where you regain Health whenever one of your undead minions die.
In other words, the script may be the issue in terms of the invisibility spell and from what I can tell from invisibility spells they shut off should you perform an action. By which being the newly applied enchantment to the robes. So I have to figure out how exactly to make that enchantment register that it's not an action so players can use the invisibility spell no problem all the while still keeping to its effect where you regain health whenever your undead minions die.
Ah. I see. You could create your own script with a check for the invisibility and apply a stealth IMod to mimic invisibility while using the robes? Study Oblivion and FO4's 'Chameleon' effects. FO4 has one for armor with the Stealth boy.
I don't really know how to create a script, the robe itself doesn't give any invisibility effect, it's just the spell that you apply to yourself while wearing the robes being the issue. The robes is just the Elite Necromancer's Robes with the added spell effect from Necromancer's Ritual which upon the death of any of your summoned or reanimated undead you regain 30 Health and Magicka.
From what I can understand with how the Invisibility spell works, it would seem that the enchantment is causing some sort of effect that prematurely disables the Invisibility spell when you apply it since Invisibility only works so long as you don't activate, attack, or do any actions other than moving. Therefore for some reason the enchantment is constantly casting itself as though you are casting the actual spell itself, thus causing the Invisibility spell when you cast it cut off prematurely to one second instead of its usual thirty or so seconds.
You duped them, yeah?
I don't have it open to look. I've got too many other windows open. >_> But there should be an enchantment on the robes. Walk it back and see whats what with that.
I think you're going to have to re-write the script in order to do what you want to do.
Honestly, what I would do is the easiest way possible: Dupe that enchantment and add a new effect that is conditioned to not allow for invisibility.
Then when you've learned to create a script you can check for invisibility and apply the IMod that works.
Someone might have a better idea for you though. I prefer simplicity over complicated things.
I'd also duplicate all those spells so no other mod can touch your stuff.
That's a shame, if anything I might have to just remove the Necromancer Ritual effect for now until I or someone has a good general idea on how to ensure that the spell Necromancer's Ritual as an enchantment can work along side with Invisibility.
Chameleon. :p
Do you have FO4 or Oblivion? Study it to see how those are set up.
Hm. What happens when you dupe the Necromancer Ritual and remove the flag for FXPersist?
I do have Oblivion but I don't think that would translate well with Skyrim. Plus I'm not altering the Invisibility spell, just these robes that is being a bit frustrating for me because it doesn't like to be invisible and wants everyone to notice it! XD
I think FXPersist is just the visual appearance of it hence "FX" meaning Effects but I'll try it. I'll also try adding the flag "No Recast" and see if that helps.
Given that's a recast script, that might not be a good idea. xD
And what I was saying is that you could add an additional script from chameleon to replace the invisibility affect with a long-lasting IMod.
But definitely dupe everything so no other mod can touch yours and you do not affect the base-game effects.
Just to confirm when you left Empower Necromancy, but removed the scripted things, invisibility was working?
No, when I removed the scripts for my copy of Necromancer's Ritual, then invisibility was working. Only issue with that is now that the Necromancer Ritual as the enchantment no longer works. So it is more than likely a script issue where the enchantment is constantly casting itself and thus rendering Invisibility useless.
I can also get an image of the scripts of you like and see what may be causing the issue?
Is Utility_AOERecast a custom script or did it come with NecroArts? It isn't popping for me:
nvm. Found it in the BSA. Apologies.
D; Skyrim doesn't have chameleon as an archetype.
Yeah. That won't work.
Try making a new spell without the MagicInvisibility keyword and apply the Hit Effect Art InvisFXbody01 and Hitshader InvisFXShader. Attach script to it to apply only if invisiibility spell is casted onto player. No idea if it will work.
Neon, I haven't tried to compile this. Fiddle around with it and see if it works for what you're wanting to do.
Scriptname renamethistoyourscript extends ActiveMagicEffect
{proof of concept. chonky script. player only. have not attempted compile. Not set up to make player undetectable. Can use other magic effects for that on enchantment. have fun.}
;need these things
import actor
import form
;the player
Actor me
;properties
EffectShader Property InvisFXShader Auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
Debug.Trace("Make with the invisibility spell on: " + akTarget)
me = akTarget ;hi, player
if me == Game.GetPlayer()
;check for weapons as combat is entered
if CanIHasWeapon()
;Make with the invisibility
me.SetAlpha(0.0, true)
InvisFXShader.Play(me, -1.0)
else
Debug.Trace("no weapon equipped by:" + akTarget)
Dispel()
endif
else
;player only. :p
Dispel()
return
endif
endEvent
;keep it from remaining on the player permanently. Magic Effect this script is attached to is 'FX Persist'.
Event OnEffectFinish(Actor akTarget, Actor akCaster)
;poof
InvisFXShader.Stop(me)
;hello, darlin'...
me.SetAlpha(1.0)
EndEvent
;you holding a weapon, dude?
Bool Function CanIHasWeapon()
return me.GetAnimationVariableBool("IsEquipping")
EndFunction
;**********************************************************
;To Do:
;test
;add sanity checks for vanilla perks and such?
;check for re-equipping weapons
an hour later: durr hurr... I totally forgot to add the ritual stuff. I am so sorry.
Yeah I was about to say, what am I supposed to do with this lol I'm not making a spell, it's just an enchantment XD
Enchantments are specialized spells applied to armor/weapons.
The idea was to apply it separately as an additional Effect on the Enchantment with a condition for Invisibility on the Effect. So that when the player is hit by the invisibility spell, the player will still go invisible with the fake effects since Skyrim does not have the Chameleon archetype.
However, I'm not sure that's going to work. Play around with it and see if it works for you. If not, eh. Maybe someone else can use it. I have no use for it. lol
Top 10 dlc sized mods for skyrim?
Define "DLC-sized". The official horse armor DLC has 8 records.
Technically all mods are DLC sized 😛
Y'all trolling them they just want suggestions 😂
Well they could go look at the top 10 list on Nexus I suppose. If they want a semi-objective list. Otherwise it's going to be people recommending random things.
Otherwise we need to know what they meant by "DLC sized" since that's too vague.
Ugh -_- okay, so with my mod I switched out the model of the armor piece "Ward of the Seasons" so that it would instead use the model of the Dwarven Plate chest piece instead of its regular Dwarven Armor chest piece...only problem is that because of that change in model, all Dwarven Armor chest pieces now look like Dwarven Plate instead. Any way to fix this?
Wait, I may have found a way to fix it. Wait for confirmation
Never mind -_- thought I had something with changing the armoraddon section of the item to its given CC specifics, but that didn't work. Strangely enough is that when I went to look over the Dwarven Armor data itself, where the world model remains untouched, its biped model has been altered to go directly to the Dwarven Plate nif file and I can't seem to find the Dwarven Armor nif files to fix it?
Where would I go to find the nif files for Dwarven Armor?
Or better, how do I redirect the biped model's file path to the file within the mesh and textures within Skyrim's bsa?
Got it! Fixed it, thank god I got BSA Browser lol
Just in case any mod authors are having kittens that your mods have been taken down, it's a site problem: There's a big AWS outage at the moment, and it's affecting Mods: https://bethesda.net/en/status
If a mod is on Nexus, and the Bethesda store, does it make a difference which version is installed, all else (apparently) being equal? (apologies if this has been asked and answered, or is in the wrong channel)
depends on the mod manager you're using and whether the Nexus author packaged the files into archives. Loose files always win over archived files unless you're using MO2, then it depends on the load order. Bethnet files are always in archives, they don't allow uploading loose files. Archived files (using bsa or ba2) are also more performance friendly.
MO2.
modding this game feels like a big chore, can i play vanilla? or will i be missing out. i really want to attempt again to start this game because i really liked 4 and this is my friends favorite fo game and hes a huge fan boy. sorry for length lol
I’m talking about FONV
people said FONV quite buggy without mod, but there's always difference experiences for that.
I would suggest at least getting Yukichigai's Unofficial Patch (aka "YUP").
So, the monitor I am using is a LG 34GP83A-B. It's a wide monitor. So, I looked up how to get skyrim to full screen however, the mod it's using seems to be a bit bigger then my screen cause the bottom part where it shows how much gold you have and everything is not there. Does anyone have a suggestion on how to get Skyrim to full screen and still have everything show?
Can someone help me make a few mods for PS4 and Xbox?
I want it to add more immersive armors and weapons that replaces the current ones kinda like Immersive Armor and Immersive Weapons
On both systems there’s basically no armor or weapon mods for armor and on PS4 there’s none at all
you cant add new assets at all to ps4
yeah Sony is very restrictive about modding
Best spell/magic mods for skyrim? Except for apocalypse
More Apocalypse
There's also Enai's Odin and Triumvirate. Simon's Mysticism is great too but it's an overhaul of magic as whole, and not a spellpack.
Tomebound as well
My favorite Skyrim spell mod is "Forgotten Magic Redone". It doesn't just add spells like the other mods. Forgotten Magic spells can be upgraded. We accumulate experience with a spell as we use it (calculated separately from Skyrim's experience). After we have gained enough experience with a spell we can upgrade it with one of 10 additional effects. We can upgrade a spell five times per game. Because of this, a single spell has the potential to behave very differently from game to game.
Wow…
That’s stupid
So I can’t even retexture the items?
I just wanted them to look better
Wait, Mysticism got away with adding new assets on PS4
By removing a few things
Then there’s a mod on here that adds new land
And Lurkham is on PS4
no they didnt add anything
you literally cannot add new assets to ps4 at all or even replace existing ones
no textures no models no scripts
ONLY esps/esms/esls
Esps?
plugins
Elder Scrolls Plugins
Elder Scrolls Master plugins
Elder Scrolls Light plugons
they can do that without outside files
npcs are in the esps
they have to use vanilla assets
What can I do on PS4?
100% vanilla assets
aslong ss it doesnt require new scripts
They just never implanted most
So I can’t fix the paddle looking swords?
Let me make a hypothetical mod,
Say I wanted to add a way to travel to say Morrowind
Would I be able to?
There’s mods on here that improve graphics
you can only use vanilla assets you cant change sword models
no you cant change any assets at all
nor do you really have the space to do so even if you could
the playstation has 1 gig total space shared by everything
Which is stupid
Makes me miss my Xbox tbh
Isn’t it the space that Sony put on what is causing the 0kb bug?
Modding still is best done on a PC
For some reason my Skyrim lags on PC
Not in the normal way, no. The only way I'm aware of to get new-ish textures on things on PS4 is by applying creatively-configured effect shaders.
And in that regard they're not so much new as simply faked.
I don’t want new swords I just want them looking better
still, new asset
By making creative use of existing assets and default scripts.
Oh
these don't always require new assets
Oh
So, without creating new assets just finishing/reimplementing a few quest things is possible?
Like the one for the Ebony Blade they unimplemented part
im pretty sure all quests require their own scripts
some things are possible, depending on what you want and how much stuff still exists in the game files
I don't think that one is possible
I was going to readd wheb Hrongar replaces Bulgruuf and his kids killed him
That was going to be the end of a quest
you may be able to creatively reference other quest scripts' fragments via xEdit, but you'll need to find a fragment that does exactly what you need.
I'm no expert on that, though, as I'm not modding for PS
I also wanted to remove the fast travel to the prison cells I wanted to make it so they bound your arms behind you and walked you to the cell like for NPCs
To add immersion
good luck
How do I get the creation kit tho
for LE, it's on Steam, for SSE and FO4, it's on the Bethesda Launcher
So do I need to buy anything?
if you have a PC with the respective game, no
if you don't, then you need a PC with the respective game
K
the CKs itself are free, but can't be properly used without access to the game files
How would I access those
...by buying and installing the game.
Oh okay
You could use texture sets to pull existing textures from the archives, but you'd have to fight against their layout and would probably only be any good for simple things like stone walls, moreso than armor or clothing.
Could use some help with a CK problem (FO4). I'm trying to upload an update for one of my mods, but the CK crashes every time I click create archive or upload mod. I am able to edit and save the plugin locally without problems. I just can't upload or create archives.
I just uploaded another mod (first time upload) a couple weeks ago. Had no problem.
Seems to be a problem with my plugin (created with MergePlugins).
I had a similar problem für Skyrim that i could resolve by deleting the previous archive
Thanks, mate. There's no previous archive in this case, just loose files.
I feel sure there's something wrong with my archive, but I cant figure what it is. Neither the CK nor xEdit is giving any clues.
@scenic gate Are you running the ck in admin mode or no?
Yep. Nvm, it turned out to be a bad .nif.
that doesnt seem like a very good way to put things
Indeed, but unfortunately it's a fair assessment of how rickety the mod site is.
it could have been worded without the attack at the end is my point
I don't like the site because there is no way of communicating at all
Comments are gone and authors don't have dms or a community board thing
So unless the author provides another means of contact, you can't contact them
knowing what you want to make, knowing exactly how to make it, and having zero motivation to work on it is painful. 
for the record bethesda doesnt host them directly they are hosted on amazon web servers
is FCOM still onthe fallout mod thingy by bethesda
I can’t save my game on Skyrim special edition with mods for some stupid reason on PS4. What do I do
Will mods only support skyrim se from now on ?
Mods on bethnet have only ever supported Skyrim SE.
Mods will support whatever the mod author designs them for
any help?
mods on bethesda are also avaliable for fallout 4
go to your data folder click on xbox folder and delete the files
@real sphinx what was in the new update has ini been fixed or the grass
Patch notes are in #content-news
Any advice on overcoming this?
thanks for the link but i dont think ini would be included in the patch notes it was only disabled for some console features in the last update (i want 30 fps back)
somtimes that happens are you making a mod and trying to add a picture or a mod user either way it usually fixes itself
How does it fix itself?
it could be too many people trying to download at the same time,if your a modder there are other ways to get it to work if you are trying to save mod details
What other ways? I'm the author. I'm trying to update my cover art image.
add the picture but dont click save wait 10 mins then click save that can usually work,although if you have a few pictures it will randomally save them in a different order and not all get saved but some usually do
Thanks. I'll try that.
also check your mod describtion did you change the words somthimes it wont let you save because of a word (although i think they fixed that bug but you should check that aswell if the waiting doesnt work)
@real sphinx i just updated the main menu has alot of lag and frooze (i do have a mod that disables the news on the main page i will try and remove that to see if it fixes it) also seen other people report the bug
i also had lag in the mod store
i removed the mod but it didnt fix it
Waiting 10 minutes did not fix my hang-up. Still won't upload.
The INI isn't broken. One effect of the graphical changes is the INI can no longer adjust them. This is a side-effect of the changes, but a bug.
There shouldn't be any changes to the website, I'll reach out and check on this.
Thx.
i cant click new game the menu is frozen
Have you restarted since disabling the UI mods?
yes
i also deleted my saved games
Which platform?
xbox series x
I can't troubleshoot that one myself, you're probably better off submitting a support ticket. Send me the ticket number and I can let folks know.
do you not have a series x in the office to test its completly frozen now
i will send a support ticket aswell
Further info: I had no trouble uploading an updated .esp and archives from the CK (once I fixed my bad .nif), and I can usually update my mod description text (sometimes it takes a few tries), but I have no joy updating images.
I'm not in the office.
If I have the tech and bandwidth, I'll happily check stuff myself before sending it to support/QA, just to free them up a bit.
ticket 211213-002556
I uploaded an image with no issues. Could you try logging out and back in? You may have cached an expired instance.
Still no joy. I logged out and back in. Tried it on both Chrome and Firefox. The image is 1920x550, 264 KB.
Those dimensions should be fine, the one I uploaded was even larger.
can you ask someone in the office to look at the problem i still cant get it to start
My upload speed is about 36 Mbps. Am I exceeding some sort of user bandwidth limitation?
just ran into a weird issue with the Creation Kit. my object, location, view window, etc, are now "out of bounds" in my windows environment, and cant figure out how to move them back into field for view on my monitor. anyone know how to fix this? i got the app's primary window to come back to screen, but the sub windows wont come back
zoom out
how would i do that?
on your pc settings
okay i got it sorted out, using a mix of your suggestion and playing with bouncing my "primary display" setting back and forth between monitors in my dual setup. had to migrate stuff around. holy crap, i had no idea how much of an impact dual monitors could have when switching displays
thanks for your help!
did they have a look at it ive seen more people report the problem (although theres is different it is just crashing mine is freezing) can you ask them to roll back the update on xbox so people can play while beth works on it
I did escalate your ticket. If other folks are encounter freezes or crashes their best option is to submit a ticket. If folks want to pop in here with their ticket number, I'm happy to escalate.
Here's the support guide for basic crash troubleshooting, and there's a link to submit a ticket at the bottom: https://help.bethesda.net/#en/home/product/373/skyrimcat/8/platform/3/techissuetype/587
Possible to get info on modding Fallout 76? I run 32:9 / 5120x1440 and there is only one main issue that I have and it's three notifications. Server join, person joining group, and challenge notification. Once they show up on screen they never go away (well, until I restart the game) and they cover other menu items as a result. I've figured out how to move server join and person joining group notifications off the right side of the screen, but I have no idea how to move the blue rectangle-ish item for challenge notifications to the far left side of the screen. I've been trying different settings for challengeflyout.swf but so far I haven't been able to move it to the left. The other issue with this particular element is that to test it I have to get a challenge to pop, which I essentially get 8 tries a day via the dailies, after which I have to wait for them to reset and try again. I would LOVE for Bethesda to deal with this proper, but since it's been in the game this way since they implemented ultrawide support, I'm guessing it will never get addressed unless I do it myself. I'm just trying to play the game without in-game popups coving menus, and nothing more. Thanks for any help/pointers.
I always get this because either I changed the description and added a word that their bad word filters don't like or the bad word filters have changed since I originally added the description and a word that previously passed no longer passes the bad world filters. The words that don't pass won't always make sense either. You can split the text in half and try one half at a time to find the bad half, split that text in half and try again, etc. until you narrow it down. I discovered in my last round of uploads that variations on the word bed wouldn't work. So bed, beds, bunkbeds, were all considered bad words.
@real sphinx i contacted support i got the usual response delete mods etc (im trying to avoid doing that i just rebuilt my lo since the last update) also other people have done that and it had no effect this is going to need a enginer to look at the update can you roll back the update so people can play the game while you work on it,it is also worse since i got rid of the mod to disable news it just freezes on the main page now (with that mod i could move up and down but with alot of lag) someone said they got into the game and it didnt persit (although someone else said gameplay is effected aswell in there game),it is also effecting people on series s there are also people who are crashing at the logo and dont even get to the menu before it freezes
update i got in to a game today i went back to the main menu im able to move around again it still has lag (it freezes around every 3 seconds) also the mod store has lag aswell but it is atleast working
downloaded a mod and its frozen again
@real sphinx i went into offline mode and the lag is completly gone it seems you have maybe a drm causing it
Who created the cheat room mod?
why,also it was created by bradenm1 you can see his username on the page https://bethesda.net/en/mods/skyrim/mod-detail/3010376
@cobalt sluice Feel free to use Debug Menu to do it. (https://bethesda.net/en/mods/skyrim/mod-detail/4240482)
We're hard at work looking into the reports of crashes and lag. Even if the support agent wasn't able to help, these tickets provide valuable information for folks investigating these issues. We've only received a small number of reports of Xbox crashes and lag, so every little bit helps, and we appreciate the reports we've gotten.
What's an esl? Some mods mention it but I have no clue what that is
Here is an article by Arthmoor on the subject: https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/
Beginning with Patch 1.5.3 of Skyrim Special Edition, the game supports a new type of mod file known as a "light plugin" with the .esl extension. Elminster has spent a considerable amount of time studying how this works and has had a number of community members aid in verifying this information. ...
it does take up a slot, but esls have their own slots
i ask the people on other sites to report to bethesda bug reports here or the main site but they dont want to,but it is a wide spread problem,but if other people report it you can tell them to play offline as a temp fix although they wont be able to access the mod store or cc but atleast they can play the game
I think consoles have a different maximum limit for the plugins they can load, towards wich an ESL would count, too, but on PC, you can have 4095 ESLs, in theory
in addition to the 254 esp/esms
(note that this count does include all official files)
@gentle owl suprised they didnt test performance on the platforms, with series s you have to see barren land with all its tiling / patterns from having the vanilla ultra low density grass to have near solid 60fps, once add any grass mod ( just 1 grass mod in load order only ) its unplayable. and now the menu is laggy too 😦
hopefully its all sorted within few months, i imagine the AE upgrade to dynamic 1440p at 60fps pushes console to the limit no headroom, and maybe a small downgrade to original 1080p but with 60fps might resolve it or second best to that 1440p with 30fps
not to sound horrible to bethesda but imo if you dont have modding freedom and it only works almost flawless with only AE vanilla, then the game is doomed and its CC sales which is a shame because the AE CC bundle is a nice bit of content for a great price
they seem to be restricting modding more with every update the other platforms arent having there modding restricted there was no reason to remove ini from us
inability to change some INI is no problem imo
if we could use ini we could get the option of 30 fps back ourself
they didnt make it so you cant have 30fps via INI, it just wont work
i think its because they want to say its 60 fps and 4k on the ae box
Correct. Hard limit of 150 mods on xb1 and esl counts toward the limit.
Ah, thanks
This is a matter of collecting information, not how widespread the issue is.
Sometimes a single report is all we need to confirm a problem. Other times tons of reports aren't enough to suss out the details. But generally speaking, more reports and more details reports help.
when there releasing a patch for this bug can they add in a 30 fps option aswell
That's feedback that I passed along after AE launched. However, this isn't a simple matter of adjusting a number somewhere - which is why an INI setting would no longer work.
did you hear back from them,if they dont want to do it themself can they say where modders should look to change fps now
I found the cause of this problem. I had a Dead Npc cleaner mod and It must have created conflict.
Ah, yeah it is best to set that to only the ones you've killed, and only the ones who have already been looted (or at least searched.) That will help avoid the quest corpses disappearing.
@real sphinx someone reported a problem with broken textures pc version that is causing crashes they are (i went to the mytic dawn house on xbox it was one of the places they reported crashes it was ok on xbox) there might be a problem with the computer that was used for uploading
dragonpriestacolyte2.dds and mysteriumxarxes01.dds
textures\clutter\quest\mysteriumxarxes01.dds' from 'D:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Skyrim - Textures3.bsa and Failed to extract 'textures\actors\dlc02\dragonpriestacolyte\dragonpriestacolyte2.dds' from 'D:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Skyrim - Textures0.bsa
Where is the New Vegas modding channel?
It falls under #classic-mods, i think
thanks man
We've been looking into this. I know the Mysterium Xarxes has been checked, I'll pass along the second.
Apparently the mysteriumxarxes01_n.dds normal map might be broken too, not just the base texture, from what I’ve heard
Never tried but I'm also curious to know
Cause I kinda want to know in case it’s not wouldn’t mind doing it on a stream then just doing it on my own. But if it’s farmable we’ll I can do both. (I’m new to how mods work lol)
I'm not sure if any of the enemies re-spawn.
Many dungeon mods are only designed to play through once, although this isn't always the case.
Only way to actually “replay the ones that play through once I guess is delete and re install the mod? Or start a new game?
Yep, although if you want to run through it multiple times with the same character, it's safer to just save before going in and re-load that to play it again.
Some are setup so enemies and basic loot respawn over time, but it would be irregular for the quest to be repeatable, or any unique enemies/loot to be respawned as well.
Deleting and re installing the mod wont re spawn enemies because your save file dictates if it was cleared or not, can only save before hand like carto said or have you tried Recyclr ? All enemies respawn every few in game days
Never heard of it. Is that other ps4 mod?
Should be if not someone can port it as its open perm contains no external assets
Let me go search it up see if it’s on there
Yup it’s there I’ll try it out later thank you! I’ll tag ya to see if it works or not
Ah, I was thinking the IDs would be different if it were re-added.
It's not something I've ever done, I don't remove mods in the middle of a play through even if it can be done safely.
have they made any progress on the menu bug
Does anyone know if project aho is compatible with wyrmstooth
why wouldnt they be compatable
generally incompatibilities happen if two mods try to change the same thing
aho and wyrmstooth are completely different
(afaik)
Thanks
Not that I've heard. Intermittent issues tend to be harder to isolate.
it seems like it is a server issue,certain times of the day when there is less internet traffic i can get into the store/less lag on the main menu but other times it just freezes,have beth added a new drm that might be a good place to start i have seen someone else say they wernt effected so there are 2 people so not everyone is effected
I'll pas that along, thanks!
Me too. I always view every playthrough as to at least some extent a test playthrough. And because uninstalls mid playthrough are not recommended I consider that it invalidates findings as CTDs/bugs may be a consequence of mod removals than anything to do with the mods or load order.
So I just restart playthrough if I need to remove anything, using mod manager like Mod Organizer 2 I can clone my profile for major edits between playthroughs basically like a load order/installation version control. Even saves & INIs are profile specific. I just name by date &/or SS2 patch, then if I mess up my install I can revert easily.
fo4 mod question, anyone know of any mods that make 3rd person not so painful, such as remove the annoying rotate instead of strafe while weapons aren't out, or directional movement locking?
basically, something that makes it feel more like FO3/NV or even Skyrim when in 3rd person
the camera doesnt bother me, just the movements do, as it feels unplayable in 3rd person
@real sphinx im getting (login failed an unknown error occurred) when trying to sign inn on the ck the site works it also says the servers are working
Please don't ping staff directly. Ping mods, but only in an emergency. We are investigating issues players are having logging in.
why not ping what is it for if not to talk and tell beth if there is a problem on there site,also what would be classed as an emergency
Optional features don't work = emergency
there all optional though
maybe because bethesda employees have better things to do than answering thousands of pings daily?
We do have this update tho: https://twitter.com/BethesdaSupport/status/1473663474299453441
⚠️We are currently investigating access issues that some players are experiencing with the https://t.co/spj7OhagQy Launcher. Thank you for your patience and we will provide an update as soon as we can.
why not put it on the site status page for bethesda site,i dont use twitter (i didnt want to use this either)
telling them there site is down is somthing they should know,and what is wrong with talking to them anyway
Please see the #rules. We are aware of the issue and we're looking into it. You can use ModMail to report a problem, or a ticket at help.bethesda.net
i read your rules it would probley be easier if i just left this site,can you post your server and game problems on bethesda status page in future so people who are using the site can know what is happening thanks for your time bye
Hello, What's going on?
hmm maybe its not a Bethesda issue, After all the owner of the mod can pull it anytime they want
I don't have information on this either, though I suspect that your mod was reported, but please reach out to CS again by replying to your ticket. The status of your mod may change.
but why would Bethesda take down a mod thats fixes CC content
maybe teh question is not what it does but how it does it?
Are you the owner of the mod btw?
No worries. In this case, you will have to continue working with support.
Rigmor of Cyrodiil needs to be compressed together.
I think I could use some help, I've run into an issue where I lose textures after exporting .nif files to .obj files through nifskope, what should I do to fix the problem?
To clarify: the textures show up in nifskope.
@ me if you've got an answer.
I don't know how textures are referenced in .obj, I've only used it as an intermediary file where i fixed textures afterwards
I would suggest going to .fbx with CK-CMD anyway
In that case; how do I use CK-CMD and how do I install it?, I can't find much info on how to use the program, nor how to install it.
the hardest part is finding a working download link xD
http://wiki.beyondskyrim.org/wiki/File:CK-CMD-Mar2020.zip
I haven't fully figured it out myself (especially when it commes to rigging; but that's something .obj can't hold either)
but for basic usage, just drag&drop the file you want to convert over the respective bat file in that download (fbx_to_nif.bat or nif_to_fbx.bat)
note that CK-CMD only works with LE meshes (as far as I know), so you have to convert SSE-meshes with SSE Nif Optimizer
http://wiki.beyondskyrim.org/wiki/Arcane_University:CK-CMD_for_Skyrim
this might be of interest to you
Thanks, that's really useful.
Does anyone know what happened to Nexus mods? It seems like half of the mods got deleted from there?
It's not an allowed subject on this server.
If you must know, all I'm going to say is "Policy Change". You can probably figure it out from there.
Feel free to contact someone who knows on a different server and I'm sure they'll tell you all about it. 
Hi anyone that can help with New vegas modding?
Just be ready for the answer. I asked once...
Is it possible to get these awesome Xbox one mods over to PS4?
Depends on the mod but generally no. Sony chose to put some extra restrictions on modding for PlayStation.
Only if the mod is a module file(s) and nothing else. If it has any custom assets, custom scripts, etc, it cannot be ported to playstation without removing those custom bits from the mod first; the mod would need to be stripped down to just the module file(s) and for some mods that would break their functionality.
Alright thank yall. Noticed a lot of mods were on Xbox but not Playstation. Makes me want to go buy an Xbox just for that reason today actually lol
Sony has a butt ton of copyright rules that doesnt allow as many mods as Xbox. And it has less room for modding. With Xbox you get like 2 gigs worth of mods to download. On Playstation I think its like 500 or so
I don't think it has anything to do with copyright, but it's still very limited in what you can make available
Yeah, PlayStation's restriction is on file uploads, it's not a copyright matter. Basically, you can use everything available within the Creation Kit, but you can't introduce new art, audio, or scripts.
Mod authors supporting PlayStation can still accomplish some pretty amazing stuff, especially when it comes to world building, but they are working with more restrictions than Xbox or PC. Here are a few good examples of folks pushing the limits for both Skyrim and Fallout 4 on PlayStation:
https://bethesda.net/en/mods/skyrim/mod-detail/4086184
https://bethesda.net/en/mods/skyrim/mod-detail/4184853
https://bethesda.net/en/mods/skyrim/mod-detail/4184671
https://bethesda.net/en/mods/fallout4/mod-detail/4036636
https://bethesda.net/en/mods/fallout4/mod-detail/4149186
https://bethesda.net/en/mods/fallout4/mod-detail/4202530
Is 0kb bug still happen in latest version?
Most people seem to not get it anymore after the most recent update. I even added mods I've had trouble with in the past back to my load order and still couldn't get it to trigger.
Though the real test will be to see how things go for a high level, long running character. It'll be a long while before I can really check that.
Never saw it again
Essential mods for new vegas?
Hi, Greatest OfAll Time! There are no "essential" mods for everybody. It's all personal preference. What specifically do you want to change about the game? Once we know that we can suggest mods that might suit you.
Dlc sized mods expansions patches for optimization crashes and bugs new guns new perks different ways to travel such stuff i mean everything that can enchance your experience i guess

can't go wrong with the NVB series and someguy2000's other mods
the viva new vegas modlist seems great. personally, the 8 direction movement mod
Yukichigai's Unofficial Patch aka "YUP".
Mods also work on fnv ultimate edition right?
Yep.
Best wishes everyone 🙂
I can't acess my mod library on the bethesda website and i can't favorite any mods, is the Website not working again?
All servers status is showing green. I would recommend submitting a support ticket here -> https://help.bethesda.net/home
Says the site can't be reached
Strange...
Try this one, maybe? https://help.bethesda.net/#en/home/product/711
same response
You may want to try a different browser, if you can.
rn im on google
I got the link while using Firefox. I use both.
I'm getting the same error when trying on Chrome as well...
Im going to log out of my Bnet account then log back in and see if that fixes anything
ok that seemed to fix it
Got to hear!
How do I upload a mod
depends on where you want to upload it
😮

I considered it once upon a time but honestly making an account on there is so bad it's likely to make my ancestors rise from their graves to strangle me to death.

Any mods that allow followers or npcs to craft for you?
depends on the game, I guess?
I have a port I'm looking to add to the Xbox one skyrim library
Hey everybody. Having a hard time finding this info out. Google seems to redirect me no matter which way I put it.
Is xbox series x mod storage for skyrim higher than Xbox series s?
Always had Playstation but I bought a brand new series s just for skyrim and now I've hit a max limit. Maybe I just need to go buy a Xbox one
I wouldn't know, I've not kept up with them since the 360. I think you can find the specs online though, just remember that MB is bigger than KB and GB is bigger than MB. Then again, it could be a case of bloatware filling up your storage, effectively lowering your available hard drive space from what's stated in specs.
If you’re meaning mods downloaded for Skyrim and FO4, then no, it’s not bigger. Xbox has the same mod space across all platforms, 5gb for Skyrim and 2gb for FO4.
You’ll usually find yourself hitting the limit much quicker than you would’ve on ps, even though ps has a much smaller mod space, as mods with external assets are often much bigger than those without.
Dang thats crazy. I thought for sure the amount would be larger on the series x instead. So that series x is just better than the s cause it's system runs smoother?
Anyone know how to upload a mod so I can use it on skyrim se for Xbox one
when is Project76 CK going to be released?
It's still in the works so I assume end of this year?
uhh... is that legal?
what do you mean legal?
if they allow it for custom worlds why not
that arent connected with the main shard
they still plan on releasing modding support afaik
ahh, ok
I know little about FO76, to be honest
are you trying to show off again, Odah?
I believe it's called Creation Kit 76
According to the Noclip documentary
is anyone else having problems with there mod authored section on the site i tried editing a describtion it worked once then said login again it wasnt the usual error code (its working again currently but it was a new error code) also some mods are missing from my authored section but there still on the public site this is the mod https://bethesda.net/en/mods/fallout4/mod-detail/4089043
i can still see the mod in my creations section in the store it just effecting the site
Late reply is late, but that sounds like a bad cookie or the site is just being weird. Reset your cookies and log in again and see if that helps.
Out of curiosity, why does that mod have so many categories? There's a section for patches.
it has come back into my authored section but it is a new glitch,as for patchs i included everything the mod that will be effected (although most will be from the main mod that is being patched)
I did not realize that Modern Weapons had expanded into a full overhaul of the game. I'll have to re-evaluate it for load order purposes. If it's touching all those systems, it must be a real pain to find load orders for since it looks like it touches most everything.
i dont think it is that expansive that it needs re evaluting or had problems with conflicts (ive always built my lo around it though) but if i rember right it does include alot of clothes and armor and does effect alot of npc and followers (gives them weapons and changes there clothes) i dont know how much it conflicts i only run medium too light lo on f4 because it takes up so much space,i have run it along with other gun and armor mods ok with no problems
I know it hard edits the level lists and had some issues in the past. Never could fit it in a load order because there were more interesting things to play with. It’s been several years since I looked at it.
they have released a new version recently i didnt like the changes nearly every raider was carrying a saw with alot of bullets and that was at level 1,if you do try the mod i use 2.5 there is another version aswell but i didnt try it.the latest version 2.6.9 does have new anamations that are good (except shooting while aimed it is out of postion,but it still ok) but the texture work is also better on the older versions hopefully they patch the older versions with the new animations
Is it possible for me to import all of my mods for Oblivion and Skyrim from Vortex over to MO2?
or would that require a lengthy reinstall :P
New here, is this a safe place to ask for Skyrim LO help for Xbox one? Been having recent crashes that I used to not have (haven’t played since before 30th anniversary) and was curious if anyone could review my LO?
You can ask here, but a better place to ask about Skyrim modding would be #skyrim-se-mods I hope you manage to solve your issue, ASmallBuffalo. 🙂
@lunar lake I just found it minutes after posting and did post there instead, thank you for the replay tho
whats the world like in 2041
Apparently skyrim is still popular
Skyrim newest CC project in 2041: Female Dwarven armored Mudcrab
But does it come with horse armor? 🤔
Rigging horse armor to a crab? The theoretical results sound cursed.
No horse armor, but it does feature thrice-daily updates.
RIP S2041SE users
Fortunately, 2041 internet features a standard 500 tb/s download speed, and 50 tb/s upload, allowing popular mod-hosting sites to increase download speeds to nearly 3 kb/s.
can one of you guys tell me what this error means in mo2? i keep getting it when i install mods
not to mention i'm the greenest of horns when it comes to this manager
I don't use MO2. But "server not found" sounds like the Nexus might have been down. Did you try again later, and did you get the same message?
it couldn't have been down when i was just on downloading things
could someone please make me a mod that removes the black decals on the body from energy damage weapons? thank you forever
i would like to know if you know a funciont to get all objectReference of all objects inside the current room through papyrus script
Huh?
Without more information, have you looked at FindAllReferencesOfType or FindAllReferencesWithKeyword? https://www.creationkit.com/fallout4/index.php?title=FindAllReferencesOfType_-_ObjectReference https://www.creationkit.com/fallout4/index.php?title=FindAllReferencesWithKeyword_-_ObjectReference
There's also some things on the Game script
they posted the same thing to #skyrim-se-mods so its probably for Skyrim and thus those objref functions dont exist. side note: the fact that bethesda added those to FO4 and didnt backport them to SSE enrages me. 
Ah. I missed that. I'm not following that channel. There are a lot things that would be cool to have backported to SSE.
maybe could be work. thx, im gonna try.. but do you know how can i get all arObjectOrList
look i want to recreate this spell from harry potter when dumbledore organize the living room. look this link https://youtu.be/9ITCNjYGs3o?t=23
And his plan has worked..;-)
I do not own these scenes: all rights reserved: Warner Bros. Entertainment Inc.
plese see the video
somebody know why TranslateToRef doesnt working for me
and also TranslateTo
Post the script you're working on so someone can help you. That is far too little information to even take a guess at. Also, you can re-recreate the scene as a bink video if you've got the animation skills.
well i only want that move all object but now the same as the video. only reorganize the elements of the room for example if you have a battler an you want organice all the objects
Does anybody know how to fix the scaling of the menus such as the reference alias windows in the fallout 4 creation kit?
Could you guys please enable achievements/trophies on Fallout 4 and Skyrim on Xbox One and PS4... I've been trying to get all the achievements for the past 3 years.. But it always gets so buggy and unplayable. (frequent crashing.) as I try.. and the Mods that did your job and fixed the game definitely help..
You have to have a large enough screen. AFAIK laptop screens do not work well.
Which game?
Skyrim
Skyrim: download the logical load order sheet from https://tarshgaming.com
The latest information on Tarshana's Mods, help with the Logical Load Order and more! Featuring galleries and interactive information, everything you need to know is at www.tarshgaming.com
Yeah, I've been playing Skyrim since it first came out. That the mods have been out. I've tried using mods. I have not been able to comprehend or find out.
I've been on a trash gaming.com before. Throughout a logic load order sheet.
What do you mean by playstyle?
What platform are you playing on?
Xbox One.
What type of character are you playing?
The person I play as is a Nord, basically a barbarian one handed and a shield.
Is there any way that you can contact me directly if I give you my phone number? So that way I can send you a picture of my load order. Maybe you can figure something out.
Doc added some new samples to the load order sheet the other day. Just clear your cache and download in order
No that’s weird
Who gives their private info to strangers in a chat room?
I'm not asking for it to be weird man. I apologize for that. It's just I've been trying for years to figure out a load order and nobody has been able to help me. Nobody said anything to me. I mean, I could hit you up on Facebook or whatever. I don't need your phone number. You don't need mine. I just need someone to help me like I'm begging you dude.
I am trying to help. Clear your reserve space, clear your cache. Find a sample sheet that you like and download in order. The logical load order sheet was just updated a few days ago with new sample load orders from Doc herself.
If I knew how to download it to the Xbox and then. Going here so you could see my load order. I'd do it. Other than that I'd have to write down the whole entire load order on here. I don't know if that. It would be a good idea or not.
Where can I find the? Other thing that you're talking about, like I said, I'm not computer savvy at all. I don't know anything about this is my first time ever in a chat room about anything. You're the first person that I've talked. That has actually tried to help me. So I don't know where to go or how to do anything or what to look up or anything.
I gave you the address. Tarsh gaming website has the latest copy
All I have is a phone. Galaxy something Phone, that's all I have is a phone. I don't have a computer at all.
Ugh. Samsung phone does not like google docs very well. Make sure you have the google sheets app
You’d think with the same OS they’d be compatible
Look man, I I'm it's like. Chinese to me, I don't know what OS is. I don't even know what the hell the differences in the phones are. I'm not computer savvy at all, man. I know how to make calls, send text messages and get on Facebook. That's it, like I went to the trash gaming website and I'm confused as hell. I don't. I don't know what I'm doing, man.
When I first got my phone. Felt the same way. I put on my big boy pants and sucked it and figured it out
I get that I understand that, but. I'm not. I'm not able to do stuff like that like my mind doesn't have stuff like that. Man, I'm not. Is not able to understand or do things like that. That's why I'm having problem with mods like reading stuff about mods and looking at videos about mods and it still hasn't shed any light on me. I'm still confused as to what I'm supposed to do or how I'm supposed to do it, that's why I'm asking for help.
Then I can only suggest you play without mods
Well then I guess. Thanks for nothing.
I cannot help you learn if you are not willing
I understand that man, but I'm just not. Learning type I've tried, I mean I don't even have a high school diploma dude like I'm 38 years old sitting here trying to figure out how to do a thing on a video game and I've been playing video games since Atari, but I just can't figure it out. I can play the game with no problem. I play with the mods that I have, but my game constantly crashes and constantly freezes and I'm asking somebody I was asking you to help me with my load order. Apparently you're not willing to help me with the load order other than trying to tell me to go to a computer or not a computer, but go to another set to do something.
Right. So. The load order sheet that is there literally has a list of mods to use by character type. All you do is go down the list and from the website save it to your library.
Unfortunately they will be sorted by date inside the game. Which is why you have the sheet to guide you. You use the sheet and download them from inside thr mods menu in the order listed on the sheet. However if you choose not to read and if you choose not to learn, then you’re going to continue to have the same issues.
Delete your saves and start from scratch. Fallout 4 and Skyrim mods cannot be removed after you’ve saved a character.
I've got on the website I'm looking at it right now on my phone and the only thing that's on here is me. I'm. Weapons thing. It says K bar sword K bar knife, keyboard, Tonto and so on and so forth. It's not. There's nothing on here. It doesn't say anything about that. That's about fallout. I wanna know about Skyrim. And there's if I hit the bar up at the top. There's nothing there. There's no way to. Anything like I don't have anything on here.
I have no idea what you’re talking about. Tarshgaming is a Skyrim website. If you’re on my website that’s only Fallout
Use pastebin and write down your mod list. https://pastebin.com
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What web browser does your phone use?
If you are on Safari, tap the Aa at the top and select to view the page
has bethesda annonced anything about a patch to fix skyrim go offline isnt working anymore (its a console issue)
So, Jeff Gardiner confirmed mod support for custom worlds in Fallout76 at like a gamescon panel ages ago (over a year now i think, before he retired obviously), Todd himself said only months ago he wants all Bethesda titles to have mods and the ability for people to turn hobbies into a job (suggesting creation club).. But when the 76 people were at E3 2021 they danced around the subject and said they struggled even making a deathclaw double the size and it broke the game in 76 custom worlds, which was ment to be the base for mod support..
Does anyone have any more info on when proper mod support is coming to Fallout76 custom worlds and how it is going to be implemented? We lost the nuclear winter servers for the custom world servers and noone uses them.. They should've just put custom worlds on the pts and left nuclear winter servers up until they were ready for mod support. And nexus mods has changed to subscription service now also. How will that work with the fallout 1st subscription needed to access 76 custom worlds? Or will it be a new creation club? Anyone?...
if they do mod support they would use there own service not nexus,i dont think they will be adding mod support to 76 also im modding f4 currently while im waiting for a patch to fix skyrim.it isnt modder friendly (although i think 76 and f4 use the same assets so it should be quick to transfer them if they do add mod support)
That's what surprised me about the interview at E3 2021. Fallout4 modders made an online multiplayer mod before 76 even came out for fallout4, and apparently 76 is just a port of 4 but with online multiplayer added to it (and weather and lighting etc). I know it's more complicated than that like with the amazon server side rental.. but modders made giant creatures like deathclaws in fallout 4 creation engine no problem! but the official staff at Bethesda can't in 76 and it breaks the game??
Why would they make a whole new game mode as a base for mod support, removing other game modes to do so. Announce it officially at a gaming conference.. And then just nothing except "we took the building restrictions off and here's a switch to change the weather and unlimited ammo" etc?? Like not even a creation club option which essentially all the seasonal events and atom store already are to the base game, and fallout4 already has, and their Executive Producer is saying all titles will have??? They port over fallout4 creation club assets to 76 like the zetan alien weapons for the new update coming, but can't do the rest? It doesn't make any sense..
the devs mightnt know how too make the deathclaw bigger there are alot of different types of devs they were using f4 assets so they might not have someone in there team who knows how too make assets (i would think beth asset devs would be working on es6,starfield,cc),as for porting the f4 cc they might of only contracted for f4 so cant release for 76.the only way it makes sense is they want to make mony from the atom store and a mod store would compete with it they could have paid mods in some form though
If they don't want to implement a creation club on 76 and share the earnings with modders (which goes completely against what Todd Howard said only two months ago) Then why not use all those assets like the arcade machines they own the rights to and people want to earn more money?
i know beth doesnt like people discussing the first part of your comment.but for the 2nd part they might of only contracted the cc devs for f4 work the other items could be made by beth themself so its easier to port it
Yeah but they expanded studios and it's whole different studios in different states working on different titles isn't it? Austin is 76 right?
It's not like the one studio delegating jobs out.. They'd all have their own payroll, reception, management, staff etc
yes but not every dev is the same the austin team might be full of world/quest makers they already have assets so wouldnt need asset makers
Would you need asset makers if it's all just ports? *aside from new atom store assets
as a recent example there was a games studio asking bethesda modders to make assets for them recently because they dont have any asset makers
no you shouldnt need asset makers but they might know why its crashing
Ah okay.. Understand. Like better people who are more professional with coding and the creation engine?
they wouldnt be coding,but they could more easily find the problem
I think that's where im hitting my blank. If the fans could do it in 4, how come the professionals can't in 76? And then ergo, why aren't the professionals giving it back to the fans? And if they've already set up and promised a dedicated mode for mod support, why aren't they implementing it?
even though there pro doesnt mean they have the skills to make assets (they also dont usually need too) as an example the studio who wanted beth modders to make assets earlier most of there team didnt know how too (if not all).compare f76 it to ps4 modding they already have the assets so a ps4 modder wouldnt need to know how to make assets.as for why they arent giving it to the fans probley money the mod store would need to generate money for beth
Okay.. I kind of understand all that. And ps4 having that old chestnut with asset only mods and no crossplay. And now even why no nexus since its changed how it all works.. Now they are owned by Microsoft couldnt Bethesda Austin get all the staff they need if it was a skilled staff shortage? But i don't understand why promise a dedicated mode with mod support (Jeff Gardiner) over a year ago. Promise all titles will have opportunities for modders to get paid (Todd Howard suggestive creation club) only two months ago.. Go ahead and build a completely stand alone dedicated mode to the main game and also removing other modes that made revenue to do so.. only then to get negative press of everyone saying things like "it's dead on release".. Only then to say there's no money in custom world's apart from the fallout 1st subscription to use them without mods..
There's an option in the Creation Kit to scale references.
I mean, Elder Scrolls Online has official mod support. Though it's mostly UI plugins.
in game scaling of a creature doesnt work as well as actually editing the skeleton size ect
I'm not a modder but i do really appreciate and respect all the passion and work the community does. I mean no disrespect when i say this, but isn't all that needs to happen for fallout76 custom worlds to have mods is for Bethesda to make a new link on there to Bethesda .net and some dedicated server space on Bethesda .net to store them all. Then people who know the creation kit can go to town with fallout76 mods? It shouldnt take long, it's all five year old tech and the same as fallout4 right? Then they can cherry pick the best work and put it in a new creation club there and start giving the best mods some kick back or jobs? Or pirate their work or code and use it to better Adventure mode. If the official devs have been struggling for three years with fixing things, wouldn't they want this also? I mean the PTS is just playtesting.. You could even do it there.
Creation Club does not release existing work. And Bethesda Game Studios does not pirate code.
I can already imagine the uproar on that.
I know sorry about my wording. Im ignorant. They buy it or commission it or the like.
I suppose the only way to summarize it is that it's complicated. 
I know alot of modders are still around and passionate like Elianora and even porting alot of stuff from 76 back over to 4.. It'd be really good for this next installment to get the same love and support from the whole fallout fanbase. Especially considering how much of a social game it is, and especially considering its going to be around for ten years or more until we get fallout 5, and probably on a new engine. The new world space is amazing. Some of the lore and story really good. Imagine what everyone could do together again if they dropped all the bygones etc and worked together.
I’d rather mod and play a single player game. Not fond of games as service because it means online all the time and that is terrible for the environment as well as pocket books. Gaming is getting to the point where it is almost too expensive to do as a hobby. Modding is already an expensive endeavor if the modder doesn’t have a big fan base to ask for donations or doesn’t want to ask for them.
What the hell is this?
Try removing the slash in the name.
oooh, I was about to be pissed off... is that all it is?
More than likely. It’s finicky
nope, wasn't it...
Hm. Try making the description blank and filling it in on the site. Just use like “overview” or some such and see if it takes
Haha! It won’t let us use Scrap either. So examine the words you’re planning to use so they don’t contain naughty bits in them.
Someone’s puppy died whose name was Scrappy. I couldn’t use the name in the description or the title in the dedication mod they’d asked me to do for them. Irritated the snot out of me.
To any fallout 4 modders, I have a fallout mod request
Then please use the #fallout-4-mods channel
Scaling a creature in F4 is easy, it's a single player game. F76 is a multiplayer game. Mods have to only work for the person that installed it, and the mods have to ideally not give that person an advantage over other players. So it's not just scaling the deathclaws, it's scaling the deathclaw for user A but not user B, C, D, etc. The nature of being a multiplayer game means that some types of mods will most likely never be possible for either technical reasons or because it gives the mod user too much advantage. Bethesda has different studios which have different kinds of expertise, I'd say probably the majority of the Bethesda employees (across all studios) are not experienced at creating multiplayer games and thus are not as familiar with the technical limitations. I think the best thing to look at is Elder Scrolls Online (ESO) as someone else suggested. The types of mods available for ESO are probably the best example of what will eventually be possible in F76, and as already stated it's mostly UI mods because those are easy to limit to just the person using the mod vs affecting all of the players. My understanding (could be wrong) is that F76 is an online engine strapped onto the back of a single player engine. It's going to take them years to integrate the two engines better. Another reason to look to ESO as an example is to look at how rough the first few years of ESO were. It's a great game now, but it took a long time to get there, F76 will be the same.
Ty for the response. Ill look into ESO further. My only response is that yes i fully understand 76 being online. Adventure, person A B C needing the same mods installed and people getting advantage can't be a reality like you said.. But Bethesda already have made a dedicated mode where it doesn't affect the main game at all with making custom worlds. If each player paying for a subscription with 1st gets to already host their own custom server that doesn't affect the main game, and then mod it like they promised. Wouldn't the load order and mods made/used by the owner of that custom world download when other players join that custom world so they can use it also? Especially if all the mods are centralised and available to everyone like on bethesda .net.. It's a weird one because in essence 76 is a single player game. It just has other people running around on your server, or not at all if you play private worlds or custom worlds solo. It's never been a necessity. Especially in instances.. And as far as the types of mods that should be available. Playing on a private or custom server alone doesn't seam very different at all to playing fallout 4. It seams to be exactly the same game just a dlc, same weapons assets etc. Ive seen that mods do work with 76 with a really nice snow mod that was made not that long ago.
Even if there are modes that let you treat F76 as a single player game, at the engine level it is NOT a single player game. There are all kinds of technical difficulties to deal with. It's just not as easy to do as for truly single player games like F4
Ah okay thats where my ignorance not being a modder is stumping me. It's because it's the same engine same game (which is deceiving me), but because it has the online mod attached to it and many new patches because of 16x the detail and it's hosted on amazon servers instead of your hard drive, it's made all the source code spaghetti or something similar right? That's what's making all the technical issues
Even if the servers being used for modding are dedicated custom private worlds? That's the other thing that's getting to me. Why would Jeff Gardiner promise mod support over a year ago if it wasn't doable?
I think a more accurate explanation is that the difference between the game engine in F76 and F4 are VASTLY bigger than the differences between F4 and Skyrim. As I said before it's more like two separate game engines that have been combined.
As for which server you're using, that's somewhat irrelevant. They're probably not going to want to create two completely different versions of the game based on what server you're using. So I would speculate they're most likely only going to allow mods that can work on both public and private servers, especially at first. They might relax the controls later for private servers. But they have to essentially build an API for this like they did for ESO. Because of the vast differences between the F76 engine vs older game engines and the fact that it's multiplayer there's a lot more to take into consideration than modding for previous games.
As for BGS employees promising something, my guess is that they're working on trying to fulfill that promise. If they're still working on it a couple years post-release that tells me it's not a simple promise to fulfill. We're talking about re-writing parts of the game engine itself, not making a weapon mod. The scope of change is radically different.
From their perspective they can't wait until it's ALL ready to go, they need to get a working product out the door that can begin pulling in money just to afford continuing the development of extra features like mods
Now all of my statements need to be considered with the fact that I'm not a Bethesda employee, I'm speculating based on my knowledge of how these things work as a mod author only. I can't speak for Bethesda in any official capacity.
Thankyou for explaining that in layman terms. I get it. They didn't just use a mmo mod, they changed the whole engine and pushed it to the next level.. I get where the devs have always been and feel for them. Especially when Todds out there saying all titles will have a creation club thing and them chasing their tails for years because they released the game too early and everyone complaining about new content and in the middle of a world pandemic etc.. Last comment, totally. Understand.
I look at this with Occam's razor in mind. I think it's much more likely that modding isn't officially available yet for F76 because they're still trying to alter the game to make it work in such a way that doesn't break everything vs assuming that they've been lying this whole time about wanting to make it available to sell more games or something.
It does cost the cost of a whole new game just for one power armor skin in atom store.. It's rough you know walking around and seeing things like the scaffolding base tile set used in the 76 world space from fallout4 and just shrugging.. What you just said is probably why they said what they said at the E3 2021 interview about upsizing a deathclaw and it still breaking the game.
Well I'm not going to defend Bethesda on some of their pricing choices, particularly when it's based on existing F4 assets. But that's not an argument for this server anyway, we'll probably just get into trouble for that. 😄 It's off topic to the technical challenges of modding the game anyway. 😄
Yep leave it there. Ty ty very much for the chat
No problem 🙂
I will say this mod might interest you. 😉 https://bethesda.net/en/mods/fallout4/mod-detail/4252262
the players would all be on the same server using the same mods,the mods would be for the server as an example server a has a big desthclaw and server b has big deathclaws and new textures when you access the server you download all the mods for that server,each player can set up a server (i dont play 76 they might need a sub to set one up) but the person who sets it up chooses the mods for that server
Yeah that's the model that Minecraft modding uses Alaann. But there's still plenty of technical difficulties to be dealt with.
there will be problems but it is worth trying too see how much a bethesda multiplayer game can get modded
Look at ESO. It's a Bethesda multiplayer game that can be officially modded.
for multiplayer games i play first person shooters i wouldnt play a sword game in multiplayer i think alot of players would use magic aswell
also can it be modded on console
I'm not suggesting you play ESO, just that it exists as an example of what can be done
No it can't be modded on console
ESO "got good" and is still growing. The minecraft model would be perfect for 76.. The promise of potential i think imo is what keeps a huge chunk of the player base still playing 76.. but you can only sell potential for so long.
i had a look at eso on nexus the mods are mostly the same the top 10 are map mods.there is no reason they couldnt allow new armors or textues etc for it similar to minecraft
Actually the vast majority of the mods for ESO are UI based mods. You can't make new armors or textures for ESO. They have an API for mod authors to use that limits them in what they can do. My guess is they will do something similar for F76.
they could remove the limits though there isnt anything tech stopping them
They put those limits in place because modding for multiplayer games is much more technically challenging than modding single player games. I'm not going to repeat the entire conversation I had with Zerotsu for you.
I found what Bethesda needs to switch on mods for F76! https://www.concordaerospace.com/collections/specials/products/customizable-apollo-command-module-single-switch
All the fun of owning a spacecraft panel designed by YOU! Personalize your Apollo Command Module or Space Shuttle Switch for every occasion and setting of your choosing. Going to the Moon is complex but designing your custom Apollo Switch is not rocket science. It is simple and easy. Just enter the text you would li
Anyone know how I can edit the dead drop items on certain creatures? Trying to make a temp patch for Immersive Creatures for certain monsters so that they can drop their Rare Curios equivilant of their related items. Like Dreughs drop Dreugh Wax, Hungers drop Hunger Tongues, etc.
You should be able to create a leveled list and add it to the death item on the traits tab of the actor form.
people have said there is a new update but none of them are willing to risk updating because of the last few updates breaking the game has anyone downloaded it are any bugs fixed (the menu bug also 60 fps) or any new bugs
"a new update"
a new update to what?
skyrim,im currently modding f4 because skyrim is broke so i dont know if there is a new update i also downloaded the old updates at release and got my game broken twice
My game has never been broken, and I didn't get an update recently...
most peoples game has been broken since the last update the menus are broken
also im downloading a update now
the update didnt fix the game
hey, everyone. i just released a new mod. is it ok to post it here? or is there a more appropriate channel/server?
I would suggest the respective game's mod channel
I thought I would share this. The next great DLC mod is here
https://www.youtube.com/watch?v=jBvFmdAk5GY
What is Odyssey of the Dragonborn?
Odyssey of the Dragonborn is the long anticipated sequel to "Legacy of the Dragonborn" by Icecreamassassin and the Legacy / Odyssey team. This 8 part serial storyline is a "post end game" adventure which picks up after the main quest of Skyrim, and Legacy's "Shattered Legacy" and "Trial of Trinimac" quest line...
That mod looks terrific! I still haven't gotten around to playing Legacy of the Dragonborn yet. But it's high on my "to-do" list for future games. Thank you for sharing this video, Donut.
How do I upload a mod to Xbox?
Hi MythicGaming! Please see this article here: https://beth.games/3GjDDxP on how to upload a mod! If you need to see the modding guidelines, they can be found here: https://beth.games/3ASsDq1 as well.
Anyone know what this is? Trying to create a mod for Oblivion and when I try to save, it gives me this.
No idea, I am sure you have already tried these things but here it goes.
- Try to save another esp. If it works you very well may have some type of corrupt, missing or improperly indexed data somewhere in your mod.
- If it works, Check your esp for errors in Xedit and look for errors in the CK.
- If you do not find anything then you would be stuck trying to find it in your esp. I have no idea what is in it so I would not know where to start.
- Keep on smiling. 😎
Yeah because it seems there is some form of conflict when I try to create the mod with the Knight.esp added in. So something is wrong with the Knights of the Nine here >.>
Apparently for some reason should I just continue to press "retry" over and over again, the problem seems to fix itself? Does bring a concern of whether or not Knights of the Nine has some sort of problem or not, but I'll keep an eye on it.
It is strange. I am unfamiliar with modding oblivion. If you are not using any of the content of the Knight.esp in your Mod it should not have issues in game.
The mod I'm trying to create just focuses on tweaking most of the unique enchantments in the game, make them more special as well as add in enchantments to items that should have them such as the Arch-Mage's robes having fortify magic skill enchantments, or Mannimarco's robes to befit more for the Necromancer player and such.
If you are not seeing any errors in the CK or Xedit you should be alright.
@real sphinx or anyone at bethesda if you see this.when will the menu in the game (skyrim) be fixed alot of people still cant play the game
If you're posting here, it must be mod related and you know as well as I do that mods are use at your own risk. Make sure the mods you're using haven't accidentally packaged SKSE scripts from prior to AE release. FO4 CK grabs F4SE scripting all the time and porters who have no idea what scripts do what just bring over the derpage and break things for Xbox.
Which menu issue this this?
the main menu (new game,load game etc) it also effects mods and cration club stores.what happens is there is alot of lag and it will freeze,its effecting alot of people for some other people said they dont have it (one person said they think the reason they dont have it is because they use the unoffical patch i havent tested i dont have space for it and its very hard to get into the stores) also i was using go offline (it didnt lag when offline,but i couldnt access the stores) one of the updates disabled go offline in the the xbox settings
Thanks for the clarification. I've only encountered one other person experiencing this, but I don't spend much time in general channels. Could you submit a ticket to Customer Support about this? They may have troubleshooting steps, and if not they're in a better position to track general problems. Hopefully we can identify why this is happening.
Hey alaann, Have you tried this on a new game? A clean game with no mods loaded? The fact that you did not lag when offline does suggest a connection or server issue, but it would be good info to have when contacting support.
https://youtu.be/c6pKvrmEI0s another one that im excited for
Welcome to the first look at a modding project for Skyrim Special Edition that aims to bring the vast land of Westeros to life within the creation engine.
This large scale Game of Thrones mod will bring to life many of your favourite characters, stories and locations straight from the series and in true to game of thrones style, with many dang...
i contacted customer support (a few months ago though) i told them about it they said its solved (because going offline stopped the lag) but i cant access cc or mods and now go offline isnt working so now theres no way around the lag/freezing.i posted on reddit a few months ago and even in the last few days new people are still posting on the thread i also use another forum everyone is effected (except maybe 2 people,one said the the unoffical patch updated and fixed it the other person i know wouldnt use the unoffical patch) the only thing that definitly would fix it was go offline
im really waiting on project mojave and capital wasteland for fallout 4 though and then skyblivion and skywind as well.... man it will be cool to replay all the older games on the newer engines (especially after i finish morrowind and oblivion for the first time he next coming weeks)
ive tried it on a new game with all saves deleted i havent tried with no mods activated (accessing the store takes alot of effort) but others have deleated there reserves etc and its still there,i think its a drm issue.i tried contacting support but they said its solved because go offline stopped it lagging
theres also fallout miami
ohh which ones that? tbh i dont do too many DLC sized mods on either game bc i already have 40gb of mods downloaded for them XD other than wyrmstooth and the moon path mods for skyrim
i just want the old games remade in the new engines bc i think that would be soo cool to replay them again but current gen
its a mod for fallout 4
i figured but like whats it about (other than taking place in miami) is it a single quest mod or like a complete DLC size
a good dlc sized mod is maids 2 and bruma
heres a trailer https://www.youtube.com/watch?v=aPtAjvtJhf8
Fallout: Miami is an upcoming mod for Fallout 4 on PC.
Take a glimpse into the post-nuclear vacation wasteland of Fallout: Miami!
The Sole Survivor journeys to the sunny South, following the promise of a well-paid job but ends up embroiled in a conflict between various groups, some vying for power, others fighting to uphold their ideals.
Fall...
yea i had bruma downloaded for skyrim and same with another one i forget the name but i deleted both of them bc one of the mods from them was causing me to get a corrupted game constantly and then there was also no voicelines in any of them etc figured it was too much work for what it was worth lol
maids 2 is fully voiced
i dont think ive ever heard of maids 2 either
ill have to check that one out when i finish my chem lectures
i like watching videos on DLC sized and quest mods for games like full playthroughs
not so much playing them myself XD i find that ES and fallout games already have more than enough for me to do since im the type of person that likes to try and do literally everything possible
you should play them games are made for playing
i play them i just dont bother with some of the bigger mods
maids 2 is a big mod for medium sized mods maybe clockwork
ahhh okay
It's worth bumping your ticket with the new information. Or you can post about it in the support channels here, although I suspect a ticket is better for reporting purposes. You should include links to these other online discussion.
If you post your ticket number and those links here, I can escalate on my side as well.
on a different note just wanted to say thanks to you guys and other BGS workers for allowing your games to be openly modded so easily i grew up playing fallout 3 and NV and the fact that i can still keep going back years later with fresh feeling gameplay and addons makes it so much better, hoping you guys allow that with starfield
this is for reddit https://www.reddit.com/r/skyrimmods/comments/rfmpbc/main_menu_freezing_since_update/ also a smaller site i use theres a few threads mentioning it https://gamefaqs.gamespot.com/boards/191476-the-elder-scrolls-v-skyrim-special-edition i will repost on the support chanel the ticket is closed heres the number 211213-002556
For The Elder Scrolls V: Skyrim Special Edition on the Xbox One, GameFAQs presents a message board for game discussion and help.
Thanks, using those I was able to do some poking around on this side, and this issue is being investigated.
@tame moss It's appreciated, thank you!
Yeah, I can confirm this is happening
Last time I played Skyrim it was like this. I'm on One S
Cuz of the stuttering on the menu, I had to press a button two to three times
And sometimes entering a mod page, it refuses to load and freeze
Hey guys, l have a issues with my fallout 4. l can't assign my settlers even l reset my game from the beginning
Anybody have clue to fix it?
Is it a bad idea to run the Skyrim Revamped: Complete Enemy Overhaul mod with Valravn ?
Not sure if valravn gives npcs access to mod perks and spells like the overhaul does
A conversation has been removed from this channel.
We recognize that modding is a very passionate activity, and sometimes this can lead to visceral disagreements. However, the BGS Discord server is not the appropriate place for this drama. Such matters need to be handled elsewhere, or the situation dropped.
Wonder If I can tag enai or DM'd him about my valravn questions. Id assume popular mod creators get dm'd alot of questions tho so i might just be annoying lol
one of my favorite skyrim mods dwemer glowmaps i really wish they had deadric glowmap mods like this to
Lucky you!! I’m still waiting for them to get back to me about the bloodlines bug that doesn’t allow me in the castle!
i havent tried it but you could try https://bethesda.net/en/mods/skyrim/mod-detail/3057376
Thanks! I’m on PS4 though
Thanks!!!
Noob question but what is "save bloat" and how does it effect the save ?
Best I could find is this thread. Look for a post by Ilja, toward the bottom of the first page of the discussion. https://steamcommunity.com/app/489830/discussions/0/1741090847739345133?ctp=1
Unofficial Skyrim Special Edition Patch (USSEP) - https://www.nexusmods.com/skyrimspecialedition/mods/266 NOTE REGARDING AFK MOD SITE: As regards Arthmoor's AFK site, the proper address is https://www.afkmods.com . Any link which has the old address ( http://afkmods.iguanadons.net/ ), just replace afkmods.iguanadons.net with www.afkmods.com so t...
Generally speaking, save bloat is when a mod (or the vanilla game without USSEP) spawns in a bunch of stuff and then doesn't clean it all up after it's done using it. The longer this goes on, the more likely it is the save will become unusable as it consumes all of the available reference space.
Thank you both for your answers
Bethesda net is down?
On the site says everything is fine. It was already unstable to connect to Beth.net here where I live, but now I can't at all
Well, just to update. It's back on I think. Don't know what happened, since on Bethesda.net was saying everything was fine (it wasn't my internet)
Could've been a local server relay problem. Had that happen a couple of weeks ago when a server relay the next town over went down. So you're able to get signed in now?
Glad you can get logged in and yipes going through all that no fun. Wonder if it's that weather they been getting on east coast causing problems.
does anyone know how to turn sse mods into oldrim mods? i looked around but i only saw how to turn oldrim mods into sse mods.
its not possible and if it is its significantly harder for no point
So Bethesda.net help server YET without supplying phone and other personal information you can't tell them there is problems with :
Bones for a Crow or Heart of Gold or Restoring Order or Balance of Power or Lilly and add on BUT still NOT WITH A PHONE, and guess what I don't have one blew up 2 months ago and I ain't replacing it since that's a $500.00 imported item that just isn't worth it not to mention those behind them.
This is a daily thing for me. Tied to the main menu bug is how it looks when it happens to me. Takes 10mins to connect to Bethesda servers and finally just times out and says it couldn't do it lol
Literally only happens when the menu is struggling to exist
Hello everyone
is there a way to know specifics of possible modding of starfield like scale, features etc ? So to start working on it already 🙂
it seems similar to f4 it might be difficult to mod similar to f4 as for starting mods that isnt possable yet people will need to know the final built before mods can start being built for it you could make meshes and then when its released you will hopefully only need to do some small work to get it running (but you could also release those meshes for current games instead of waiting)
I think they talked about it having the same amount of modding support as their last games, so I expect a new CK similar to the current ones, updated to the new engine features
Without having the actual game files, we can't really start making mods now
That’s what I’m expecting too. You can start quest planning though then adapt the quest ideas after playing the game. As far as asset creation, no one’s stopping anyone from using Blender or Zbrush or Marvelous Designer to make new space clothes. Getting it into the game can come later.
They’ve not said whether or not the new CK will launch day one, and I assume there will be a closed beta period for it like they did with Fallout 4.
It’s a space setting so ideas are literally limitless until we know what the game is actually about.
Go wild and be creative, I say.
No reason not to start design docs now.
I can only imagine all the fun little pieces hobbyist level designers will get to play with via a Starfield CK. Going to be a ton of fun cluttering areas up.
there will be any insider program by Bethesda for modders like they did for Skyrim ?