#modding-general
1 messages · Page 29 of 1
Nothing has been disclosed about this yet.
Todd Howard said something about modders making a career out of modding Bethesda games. Soo I don't know if it'll be an insider program but MAYBE they will pay certain modders? I have no idea what he meant by this. I just know it's what he said.
Do you think that Delicon20, the maker of Mutant Menagerie, could eventually make an expansion to harvestable flora and other stuff in the world and add new recipes for those products, like he did with his creature mod?
It should be much easier than making creature mods, and it will provide more recipes and diversity to the world. Like add harvestable cacti to Nuka-World or harvestable cattails to the marshes.
Hopefully. I still maintain that the paid mods thing they tried with Steam could have worked out if they had placed a very low and more reasonable cap on the cost of a mod. Allowing authors to charge 20 bucks or more was a large factor in the community freak out over it. If, say, a mod were a penny, if you consider it over the large volume of customers, it still works out to a decent income.
(although in practice it likely couldn't be a penny due to Valve wanting a cut and taxes and so on complicating it, but you get what I mean.)
I think Bethesda will just pay modders to upload. I don't see many players being too happy paying for mods.....it might be something with ratings and downloads.
People already do pay for mods. They bought the DLCs, they buy expansions, they buy cosmetics, etc. It's existed for a long time and worked out fine; the hairs being split are just about whether it's "official" or not. Besides, the people making the most noise about that sort of thing usually aren't the ones spending in the first place anyways, so it's hard to take it serious.
I kinda took that statement by Todd to mean that Starfield will have a Creation Club as well
Hope so. The sci-fi modding community is top-notch.
Yeah
Just what the KSP people accomplished alone is pretty great.
Reading his other posts, I believe that by "insider program" Prometheus_ts meant early access to the Creation Kit, not paid mods.
In part it depends on how easy to mod the game in question is, but Bethesda would be nuts not to continue the trend set with Skyrim
The CK is already a very powerful tool, I'm excited for the improvements CE2 will bring
This would be HIGHLY beneficial for the modding community. I'm in full support of this.
We know there are humans. Marvelous Designer will let you import a model once the game comes out and there are tools for extraction. I was just using that as an example. One can use that program to design cosplay patterns based on what’s been shown on the trailer as well. My point was that creativity should not be stifled. Models can be reused for other things if they don’t fit in the game. At this point they’d not have any game assets so could be sold on places like Art Station to raise funding for other projects or pay for subscriptions. Or used to pad an art portfolio .
I wouldn't mind a paid subscription to access mods. $20 a year or so?
I would. I have a mortgage payment and a car payment
$20 a year?.....
You cannot buy anything for that amount. If you’re going to have a subscription service, you have to have bandwidth and that costs money. We already have games as service
I'm against subscription based everything, that's why I stick to single player
Same
I already had to buy two copies of the games and two copies of the creation club. I do not want two copies of the subscription to be able to mod
Why do you have two copies of a creation club?
One for Xbox and one for pc
Plus the creation club you're paying for mods.
I don't see how that makes sense lol
I mod for Xbox. I have to test things on Xbox
To me creation club content isn't DLC. It's just paid mods.
All mods are downloaded
What games do you mod?
Gee. I’m in the Bethesda forums. I wonder what games I’m modding
By DLC I mean an official update by game devs that offer a new story element that is canonical
You just described the creation club
You can mod other games other than fallout or elder scrolls .....that's why I asked.
I don't think Creation Club content is canon. Is it?
Why wouldn’t it be?
I hope there's a way that they can create game updates that don't break mods each time, at least not the ones that don't interfere with any additional content
Creation Club Content is Lore Friendly. But not canonical like the Fallout Bible.
There's been really no official recognition in canonical story added when talking about creation club content.
My understanding is that they only took ideas from people and then updated how they needed to to fit into canon. Could be wrong though.
They fit it into lore. But not canon. Something can be lore friendly but not be canonical.
They said it was curated so that’s what I assumed they did
Nah that just means they have no lore conflicts. So something isn't going to be lore breaking like the Dragon born becoming High King of Skyrim or something
Just some weird stuff here and there that could break the whole lore of the story.
I think their stance was stated to be that they've considered whether CC content fits into Skyrim before greenlighting it, but they understand if players don't consider it canon
Again, it can "fit" into Skyrim. Therefore being lore friendly. But that doesn't mean canonical lol
That's exactly what I said means, they're leaving it up to the player to decide if it's canonical or not
By that definition, the Bible is just lore friendly. But let’s talk about CCC in the section for it
A lot of TES lore already operates on headcanons and picking the truth, it's honestly not different from what has been there since Morrowind
I'm fairly certain Bethesda stated the Bible is canon.
Nevermind
In 2011 they said it was no longer canon
They changed it
I was making a sarcastic comment
Oh sorry lmao
Hopefully with Starfield we’ll have more advanced inter mod communication. It’s incredibly sparse for Skyrim and a lot more advanced for Fallout 4, but there are whole systems you have to hard edit and that creates compatibility issues when anyone else wants to do things. Fingers crossed anyway. F4SE is nice but impossible for consoles.
It’d be nice to be able to do a JSON to add things to the race record without having F4SE.
I'd already be happy if you could call a function from a script without having to declare a property first
what would that other script run on, though?
That's for Bethesda to figure out
you can't just "want" something that's a problem
What?
Dear devs, we want all the things. We’d like to be able to play and mod and not have compatibility issues. Can you pls push the make buttons for us?
🙏
ah I see
I was wondering how the interface to create custom NPC actions goes? Easy, easyish, impossible?
Like custom spells or an animation of someone eating soup.. kinda thing?
Also, is it still just an option to make furniture be able to go in your inventory? I was into the Morrowind and Oblivion modding community stuff.. hadnt gotten to making my own when i got sidetracked from that project.
My friend was making custom skins.. i was playtesting other mods. We were building a megamod 😄
Custom spells: easy to medium, depending on how custom you want them to be
Custom animations: hard
Can you point me out to where he said that?
Yeah
So .. when i was looking in to being an animator in high school i line command vector commanded small abjectes via thier nodes or whatever... that hard? or Interface like playdo hard.. ? 🙂
Getting new NPC animations properly into Skyrim is hard
Ok, is there a good resource to refer to as to how it is done? Would i be able to subtly alter existing NPC animations? In the 90's i used a comman line builder to animate water droplets for a physics class.. that was 6mo for 10sec ... that kind of hard.. what software? Sigh, i was really hoping it would be "oh its like claymation?" ty!
Coming to Skyrim Nolvus 4.4. If anyone is looking for a list which completely changes Skyrim competing with titles not even out yet, highly recommended to check out Nolvus. Multiple different variations depending on your system specs or flavor, including an Auto Installer for said versions
https://www.nolvus.net/
https://www.youtube.com/watch?v=64BVtwYgq1M&t=10s
Unreal Forest - Skyrim Special Edition - Bjorn ENB
►Socials:
Patreon - https://www.patreon.com/bearforceone
Discord - https://discord.gg/VS5GbDryWA
#skyrim
#skyrimspecialedition
#mods
Pretty sure Blender can do animations, don't know much about it though in all honestly animation is pretty much on the fringes of the modding scene mainly because its so hard to get it into the game, or skyrim at anyrate FO4 is easier or so I understand. Try youtube for some tutorials pretty sure someone has made some somewhere
Late reply is late, but here is a link to get you started if it is Skyrim. http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim
If you just wanted to animate a static object, that can be done in Nifskope. The Arcane University has a tutorial on how to do that.
ck-cmd is another option that can export character animations out from skyrim (assuming its Skyrim that is). for animated statics or effects, i believe it can also automate the export-to-nif process, allowing those two types of animations to be more easily made outside of nifskope.
wowl what is the source of all that vegetation? are there any free packs?
What will happen to the Creation Kit for both Fallout 4 and Skyrim SE after Bethesda launcher sunset?
Was about to ask this... It'll possibly be added to steam's tools like Skyrim LE's Creation Kit and GECK already are.
They definitely should have added that in the faq. It's pretty much the only reason I have the Bethesda.net launcher.
Nothing I can share right now, but more specific FAQ answers will come down the line before it sunsets
@real sphinx Help 😄
No worries, VaultOdDaedalus has us covered. Once we can share specifics, we'll make sure folks are informed 🙂
I assume this probably fall under the same like as above, but might be things that future FAQ answers could potentially address.
I guess the main question for big mod projects in current development would be, if there is any possibility potentially of discontinuing the Bethesda.net mod hosting in the near future. I know of several big projects planning a release in the summer or fall ahead of Starfield(Most plan to finish everything on current projects ahead of 11.11.22), some of which currently planning on releasing for Xbox One or others which only release on Bethesd.net for PC
Yep it's all free, you can find the lists at the Nolvus link above
I am curious is to how we will be getting the option to use our creation kit in the future. Even had a forum post made up via Steam: https://steamcommunity.com/app/377160/discussions/0/3194745173775141425/?tscn=1645560250 Please let me know, and let us on Steam forums know as to what kind of support your team will be offering. We MA's getting a tad restless awaiting your feedback. Thank you.
I am a mod author. I use Bethesda Launcher to be able to connect to the creation kit, so I can implement new mods via Bethesda.net, and nexus-mods. If there is no launcher to launch Creation kit then how are we supposed to access it? Anyone have a link or something to help me here? ːsteamsadː Official Thread: https://bethesda.net/en/article/2RXx...
"We MA's getting a tad restless awaiting your feedback" if people are getting restless after only a few hours, I'd hate to see what a rescheduled appointment does to them.
Also, you don't need the launcher to launch the Creation Kit for SSE or Fallout 4 after it's acquired, it shows up in the root directory.
"I am curious is to how we will be getting the option to use our creation kit in the future."
Fallout 4 Creation Kit Installation and verification is reliant on the Launcher, and one of the first things the FAQ section should've touched on is the App dependent programs using it. Priorities to faithful consumers are not being met. So we seek answers.
I'm not following how that conflicts with what I've said. The option to use it is already provided. Double click the icon, make a shortcut, make a desktop shortcut from the dropdown menu provided in the Bethesda.net launcher today, any of these will work. You can even then force it into the Steam menu if not having a single UI space to house all of your icons is bad. Just because it hasn't been called out in a FAQ or article doesn't invalidate it working.
If you mean logging into Bethesda.net from within the CK to upload mods, that isn't the Launcher either. I just went through all of these steps with the Launcher force closed in every available way and it didn't try to open again.
If you don't have an interest in knowing how and where your tools are installed, that's fine, but you can still use it.
I think the big question is whether or not it's going to require the Steam client to be running in the background. Currently no client is needed, but that's not normal behavior on Steam.
Will we still be able to aquire the creation kit, I know I've had to redownload it a number of times from the launcher
Of course we will
I don't get why everyone is panicking over this so much
Some fear the loss of Bethesda.net hosting for mods, like for Xbox mods
Eh, but Bethesda.net account is still linked on Steam and the connection to Bethesda.net has nothing to do with the launcher?
I was just about to mention that, I exclusively play Fallout titles through Xbox, so I'm concerned I'll lose mods for Fallout4
They could migrate PC side of Bethnet mods hosting to Steam Workshop but then Xbox may not have access.
Eh, but Bethesda.net account is still linked on Steam and the connection to Bethesda.net has nothing to do with the launcher?
Yeah just speculation so far really, nothing concrete to suggest it actually happening in terms of there being changes to mod hosting.
I've seen people say today unjoking that they think they're not going to make the CK available again after this so they can "kill mods." People have a strange obsession with assuming not even the worst but the most fantastically improbable of the worst.
I can't handle this much stupid.. I may have to walk away from the computer for a bit. Sucks to be kneedeep in the Bethesda games world. Every Discord I'm a part of is going cray cray and I'm just sitting here thingking HOW DOES YOUR BRAIN EVEN DO THE MENTAL GYMNASTICS
Until Bethesda released that TES VI teaser there were three or four people on our forums who actually believed that Bethesda was finished making Elder Scrolls games. The more we pointed out that, logically, this made no sense the more certain they became that Bethesda would never make another Elder Scrolls game. All we can do is slowly back away from this sky-is-falling hysteria to preserve our sanity.
Everything except atoms transferred fine. The character progress stays and is shared between the Steam version and the launcher version of the game
I need to do this and learn to walk away from stupid conversations and NOT go to Reddit xD
Yeah I avoid Reddit nowadays, last thread I read much was the Todd Howard AMA
But yeah that's wild, The Elder Scrolls is only the biggest fantasy WRPG series & the biggest place for modding. IMO it's clear that TES VI will be planned to be the big flagship game for Microsoft Gaming/Xbox & new modding king
Please give us information as soon as possible. Asian version game login fix dates/Asian version game anniversary edition launch dates, And about mod uploading to bethesda net after May. They are in the air, and for me that is all I need to know.
You don't need the Launcher to upload mods
Why are people losing their minds over this
Bethesda.net account and Bethesda.net web service are NOT THE LAUNCHER APP
They are getting rid of the APP. Not the service
Connecting your CK to Bethesda.net will continue the same way as before. Mods will be uploaded the same way as before
The only thing that will change is where you get the Creation Kit for FO4 and SSE, and that source we'll find out about later
Coming to Skyrim Nolvus 4.4. If anyone is looking for a list which completely changes Skyrim competing with titles not even out yet, highly recommended to check out Nolvus. Multiple different variations depending on your system specs or flavor, including an Auto Installer for said versions
https://www.nolvus.net/
https://www.youtube.com/watch?v=64BVtwYgq1M&t=10s
@near cosmos
wowl what is the source of all that vegetation? are there any free packs? P
Unreal Forest - Skyrim Special Edition - Bjorn ENB
►Socials:
Patreon - https://www.patreon.com/bearforceone
Discord - https://discord.gg/VS5GbDryWA
#skyrim
#skyrimspecialedition
#mods
BUT DoWNloAD CK frOm StEAm enD Of WOrlD! MUCH pANic1!1?!1 flails on ground 😆
The Launcher is going away, but only the launcher. The website is staying put, the games aren't closing, et cetera.
Join UESP
We've had a very calm discussion and no drama about it, from what I've seen 😉
Imagine doomsayers and Bethesda modding, huh? 😉
Nope, can't imagine it.
YouTube assured me, assured me, that modding had zero chance to survive the Anniversary Edition update. So we simply haven't considered anything beyond that. 😉
Modding, both their creation and use, is passionate work. So many use mods to refine the game experience to their specific interests, so it's very reasonable to be invested. And being invested is a good thing! But it also means potential disruption may land personally, and even the sturdiest person may be caught off guard by that on a bad day.
However, we are very committed to modding, no matter how many folks claim our relationship with modding is adversarial. It's not, we love modding, we love modders, and we love mod users.
It's unfortunate that there are so many doomsayers in the community, especially when our biannual apocalypse never comes. However, I also understand why folks are tense about this. This being said, I certainly subscribe to fewer YouTubers today than I did four months ago. I have limits to how much of this I can weather too, and I'm a tank.
reminds me of a conversation on ESO between a player who said that when TES6 gets relesed Todd Howard is going to shut down ESO so more people will buy his game....like ok how unknowledgable are you?
Don't tag me doomsayer, I just want to clarify this for my future behavior. And you did it, thank you.
All the ones I'm in think this is the next best thing since sliced bread that the launcher is going away. The Steam worship is strong.
If you love us so much then prove it by integrating most/all SKSE functions (or similar approximations thereof) into the main executable. 
Nothing wrong with asking, and it's not my intention to suggest those asking are doomsayers. And even for those who are worried, I make a point to say that's a reasonable initial reaction.
The problem isn't people asking, or who are concerned. The problem is whenever we say something about mods or patches, there are some people who take this as a sign of the end times. And in some cases, they push the end times narrative hard. So for folks who are simply anxious, this adds a lot of fuel to the fire.
there is several reasons why they cant just… add script extender to the game
Joke's on them, none of my mods even needed to be modified for Anniversary Edition.
I’m one of the ones who are glad to see the launcher go away. It just seemed unnecessary; however, I’ve only ever used it to download the CK. Thank you for the clarifications, Carto.
However this means all the thousands of hours we spend in the CK are gonna be tracked and visible again. Goodbye, plausible deniability. 😔 /s
Radeon software tracks it for me, but it can’t tell the difference between the Skyrim CK or the FO4 CK and I find that super annoying.
On a more serious note I am curious if this change necessitated a recompile of the CK, and if so if they went ahead and squashed a few long-standing bugs while they were at it (1st person female texture overrides not being saved to the module, PlayerKnows condition function not listing Enchantments, etc). 
I’m actually wondering if they’ll redo the material editor that came with the FO4 CK . The website it points to is defunct. The third party editor is cool but we’ve got a crap ton of files taking up unnecessary space in our tool folder there.
SSE could also use a Max converter like FO4 does.
All wishful thinking, of course but useful nonetheless
How are the Monthly Modders decided? Do we get to vote or does Bethesda just pick someone?
They are not voted on, no. Bethesda picks a set for each month, usually tied to a theme.
Oh, I misread, sorry. For that, it is not voted on from community either. If it was, I'm sure there would've been a dedicated method to do it already.
The Monthly Modder is one of the authors in that month's Featured Mods. So this month Featherfall was among the Featured Mods, and we interviewed its author.
Often, the subject of the Monthly Modder interview is someone who has had mods featured previously, or they are the author of a large project like Jonx0r (Wyrmstooth).
We try to keep a balance between Fallout and TES authors, as well as mix up the type of work they do. So January had a writer, February a world builder, March will be an artist, and so on.
Have you guys ever considered doing a monthly (or maybe quarterly) community mod contest?
Mod contests are awesome on paper, but the resources needed to playtest all of the submissions tends to be prohibitive. I'm not saying it would never happen, but it isn't a priority.
MWE is a modding project for The Elder Scrolls 5: Skyrim that I've been making on and off for about 3 years. The mod fills in the empty land south of Solstheim, adding in classic locations from The Elder Scrolls 3: Morrowind, set 200 years later.
Here it is folks, not my most comedic video, but maybe my most important. Have fun watching, maybe ...
That looks terrific. As someone who has spent a good 10,000 hours in Morrowind over the years and who adores the game with a passion, I will be keeping a close eye on this. Thanks for sharing! 👍
should i manually install mods for akyrim or do vortex
I install my mods manually. But if you're new to using mods you might want to use a mod manager.
im not really new to mods, just each game has different ways of doing it and so far nothing i have tried has worked xd
idk what to do
you could use the ingame mod downloader
How would I go about forging The Ankh of Life?
The what now?
Never mind. But It's part of a mod that was ported to Xbox one and close I can get to Ankh Jewelry for Skyrim.
Can someone help me set up downloading mods for Skyrim le?
I've tried a few vids but they didn't work
click "download"?
what do you do after that
sorry
depends on wether you are usign a mod manager or not
and what kind of mod it is
If your using a mod manager, the next best step is to probably consult the guide if you haven't already.
Vortex: https://wiki.nexusmods.com/index.php/Installing_your_first_mod_with_vortex#Before_we_start:
Mod Organizer: https://stepmodifications.org/wiki/Guide:Mod_Organizer
Or for whichever one you may be using.
most mods are fine with "copy to Skyrim\Data and enable the esp in the launcher" if you're not using a mod manager
but some more complex mods require more complex steps, which you'd need to get from the mod description page
i have tried vortex but idk how to start it
I can't help with vortex as I don't use it personally
i have also tried manually doing it and idk what to put where
usually, mods have one or more .esp files along with several folders like meshes, textures, and the like. you take all of these, and copy them into your Steam\steamapps\common\Skyrim\Data directory
where that is on your PC, I can't say, you gotta ask the one who installed steam
Like this?
the two at the top
wait
it says it has mods
ohhhhh
thats from steam
nop, the contents of the folders needs to be there (A Quality World Map and SkyUI)
wdym?
SkyUI also needs SKSE, which needs to be installed one directory above (next to the .exe)
I don't know about SKSE on Steam
right
in scripts?
What's in scripts?
if you mean SKSE, it needs to be installed to Steam\steamapps\common\Skyrim, next to the exe
ahhh right
like dis
those that have an esp, find the esp, and move everything (both the esp and all other folders) in such a way that the esp is with the Skyrim.esm in Steam\steamapps\common\Skyrim\Data
move all these into data?
are you starting through SKSE?
nope
hm, that shouldn't cause a crash, though
I think you are missing one or more masters for one of your mods
disable one at a time, and see for which one it works
skse
👍
what should i do with these
either enable extensions for known file types or tell me what file type it is, because right now, I have no idea what that is
Is there any more news on steam or the fate of the CK?
#modding-news message "Initial information on what's happening to Bethesda.net games and applications is available in the article below. We'll have more specific information in the future."
I did not know if any of the BGS employees have given any more info.
Regarding part of that topic, the CK is a vital source of so much of what brings many people back to the games, so there's no way they would just stop distributing it anyway. 😄
Even Oblivion's CS is still technically distributed by them (or, at least according to UESP it's from Bethesda anyway 😋): https://cs.elderscrolls.com/index.php?title=The_Elder_Scrolls_Construction_Set
Hi everyone got one quick question when I start skyrim se on steam the game wont let me acces the catagory mods but the thing is that Ive already installed some could really use some help thanks #skyrim-se-mods
the servers might of been down
i have this problem for like weeks by now so it cant be the servers
are you able to start new game etc,what happens when you click on mods on the ingame mods menu
Make sure you don't have any interface files in your data folder or within any mods' BSAs you're using.
You haven't given enough info to really be able to troubleshoot the issue, but you could try make a backup of your saves and then moving them to a different location to see if there's something wrong there. Another thing to try is to make a backup of your plugins.txt and then delete everything but the core files (on plugins.txt). See if you can access the mods screen then. Once you do, the new plugins.txt will repopulate once you exit from the mod screen.
When the ck is rereleased (not on the Bethesda launcher), do we know if it will be the same version as current one, or will it be a new version?
All the info given is in the link in #modding-news
If they update the version, people will have to wait for SSE CK fixes to update if they’re using it.
If the author decides to update
is there any ETA of the bug that is affecting uploading mods to Bethesda.net?
Most people I speak to are saying that uploads arent working correctly, no file sizes and gallery images and/or thumbnails arent saving
Mods don't seem to be uploading at all for me, even though CK thinks they updated correctly
Still not working
Bethesdas.net is currently investigating.
Thanks
I got a new ssd for modding, but I am waiting for the CK to be rereliced so I can start using it.
have there been any announcements specifically about the new CK for steam?
Nope
well i hope its released before i get my new laptop so i dont have to reinstall twice
I will be using my old drive until then
I doubt there'll be anything new with it, so the old installation should work the same
I just tried it again and it seems to work. 😄
Any guides how to import Fallout 4 power armor to substance designer/painter?
Anyone else experiencing upload issues? I can upload my mod from Creation Kit to Bethesda.net, but it never makes it to my Xbox. This started the day before yesterday.
It would seem that both, Skyrim and Fallout Creation Kit servers, are currently experiencing partial outages. Feel free to keep an eye on the server status here: https://bethesda.net/status
I did. I reached out to Bethesda Support on Twitter to ask for a status update and they sent me here.
Hi, Does anyone know a fallout NV MOD that enable freecamera tilt 90° like this
So more of a 16:9 -> 9:16 aspect ratio change or actually rotating so it looks like your sideways? If your just taking screenshots by chance, and want them rotated, could just load them into an editor and rotate them there. Other than that, none that I know of personally.
Image obviously implies otherwise than the 2nd but you mentioned rotation regardless, so just making sure.
Hello new to discord can anyone help me with my skyrim load order thanks.
Thank you for your reply. yes, for screenshot. but in the first way, lengthway screenshot may be falf or lower resolution.
There's SKSE or F4SE plugin that makes it possible.
But I couldn't find one for NVSE.
Here is a link to the script extender for New Vegas: http://nvse.silverlock.org/
Thanks! but I've already installed NVSE main file, I'm looking for a plugin for view tilt.
With the discontinuation of the Bethesda Launcher, will the CK for Skyrim and Fallout be available on Steam?
Thanks
hey cans omeone help me with nexus mods
Depends on the help you need...
well setting it up ig becasue i just wanna download mods
but ive found a vid that is good so far
@thin condor I'm just tryna download some cbbe type stuff and it's confusing me some of it
It depends on whether you wanna use a mod manager or not, and which one
What would be the best way isolate which mod could be making me crash when dealing with a load order 20+ mods long ?
I'm not sure if it's a new mod I installed or how they might be interacting with one another
best way is papyrus log
Before reporting your CTDs, make sure you enable Papyrus logging on your Skyrim. To do this, navigate to:
My Documents / My Games / Skyrim
and open Skyrim.ini
Look for a li
Is that available for a console user ?
ehh, i dont think so
maybe turn off all of them and turn them on, one by one
or doing it in batches
check mod descriptions to see if it tells u if it's incompatible with another mod or mod type
Hmm. Disabling them won't cause corruption would it?
your're on a save?
Like an actual playthrough and not a dummy run ? Yea it is rip
Crashing started about 20hrs in
i think as long as you keep a save backed you wont have this type of problem
Have been but only thing that seems suspicious is maybe skyrim at war interacting with WET and Cold or True Storms possibly
corruption will only occur if you save without them active
So turn off autosaves and get to work then huh
wet and cold caused problems for a lot of peopl from what i know, i stopped using it long time ago
for any platform
or keep a hard save, and load that after you're finished with testing and have reenabled all mods
the autosaves may have the corruption, but if you don't load them that doesn't matter
I didn't really have problems with Wet and Cold...
on pc u tend to gotta find replacements if u want all kinds of stuff cause sometimes the big popular ones dont work well when paired with hundreds of mods
Thanks a ton for the feedback, just got home from work so imma dive into it. Wish me luck
I sincerely might just remove that cus I was unaware, I play in first person anyway so it can be the first to go when it's all said and done
The Papyrus log is of no value to you in diagnosing a crash.
can someone help me with cbbe type stuff like f4se becasue i wanna customize my characters body but not sure what to do
Can someone help me im looking for how to upload a mod to xbox
In the CK editor go under 'File' > 'Export and Archive to XB1' (might be named something different but cant check atm) > Add/Delete any files if applicable (you can add by dragging and dropping files into the list (source files only, folders themselves can't be added but it will autofill the directories for you.) then confirm > You should get a pop up window with a list of mods you've uploaded to the host before. From there, you should see an option to upload a new mod, enter in any details and confirm. Once it's uploaded, you need to go to Bethesda.net to publicly publish your mod (if desired), but your plugins are available to you on console even if not published to allow testing.
Side Note: If you need to re-export and archive again for any reason, just be sure to delete the 'XB1' and XB1 Archive Root folder in your SE/F4 directory that gets automatically added after each time you export, otherwise the archive process will fail the next time.
Side Note #2: If your mod has your own nif files that use textures already existing in the game, be sure to delete those textures from the archive otherwise they'll just take up unnecessary mod space (because the game will just read from the console version's BSA archives anyway and fetch them from there.)
I want to make a companion mod for my first ever released mod, but I'm absolutely clueless on how to start. I know I need CK and an image of the person I'm modelling, but that's about everything.
Here is an experianced follower modder's YT playlist tutorial for that,
https://www.youtube.com/playlist?list=PLYUmOtO9B2Q5ee6JFsqVweCxUgAw_4YWN
The instructions should be the same for Fallout?
Maybe, I don't know much about the differences between the two.
I'm planning on trying to make the follower based on Tina Turner's role in Beyond Thunderdome.
So I'm still working out my crashing issue but I was able to save right b4 a crashing fit started. So I've been reloading the save to try and see if I can determine what's causing it and I've noticed the NPC faces stop don't move when talking right before the crash happens. Could this be an issue with the "Diverse Skyrim" mod? I don't have any other mods that affects the npc faces other than a Lydia Overhaul
When the face animations stopped working I interacted with a child NPC cause they are still vanilla and boom, crash to dashboard
Im on Xbox btw
For the most part yes it'll be the same. There's probably also tutorials for F4 you can find via google
Followers for FO4 have affinity so check the DLC affinity scripting on how to integrate them if you’re doing a full companion.
@grizzled torrent thanks. I'll grab a notebook and write down key points to remember.
Question for the experts - the help file for ArmorAddon says, "If the biped model for female is not defined, it will use the biped model for male." Is the opposite true? If the male model is blank, will it load the female mesh on the male npc? Or will it load the male with no clothes?
Which game, FO4 or Skyrim?
FO4, sorry!
I’d just add a vanilla biped model in the missing slot and not worry about it, tbh. If someone wants to complain to you about that, remind them that they can always make their own meshes. Unless you had another reason for the question, if so, apologies.
It's just for me. I have some outfits that I made for females, but didn't make a corresponding male outfit.
can you post a picture of your work
Oh. If it's just for you, just add a vanilla biped and don't worry about it. Easy peasy.
Thanks for the help @grizzled torrent. I did find a CBBE>Male Conversion reference so I'm actually good there now. But I've run into another issue and Google is failing me. I have an outfit that is perfect in Outfit Studio and Body Slide. There's no clipping anywhere, even if I max out a slider. But when I load it in game, there's some clipping under her arms and then on her thighs when she crouches. Nothing I do seems to stop this from happening.
Oh nice. Delete the CBBE body. 🙂
Unless you already have. Then I got nothin'.
That is, make sure you haven't saved the CBBE body ref to your nif.
You should only have the arm parts as part of the outfit. And quite frankly I'm not sure if their necessary for the 3rd person.
I keep getting confused on whether or not the reference should be in the nif
thanks 🙂
If it's set up the way it should be, it should already be shaped to your body so the extra bits shouldn't be seen. 🙂
No extra body necessary.
Also they're. I borked my grammar earlier. Apologies.
I like the colors you've chosen. 🙂
i'm really loving that shirt. i'm of the opinion that 200 years later, things shouldn't still be so grungy and dirty, so i'm making clothes that are vibrant and clean for my settlers 😄
Hell yeah. All that Abraxo has to be useful somehow. xD
codsworth is damn useless too 😉
ROFL
I still find odd that the Oblivion devs has the dragon crest also on the Female's Arena Champion Light & Heavy Raiment of Valor cuirasses texture files like the male's, but it became a leftover for the devs didn't map it on the mesh on the public release. Now I know a bit of Blender I'm restoring it you can say. (For both vanilla & some HGEC body types.)
And it's now up on Nexus: https://www.nexusmods.com/oblivion/mods/51858
Have we been given a date for the first day of the transfer to steam? (I know it is in April)
Not yet
@fair oriole , this is the mod, im at the water tower by redrocket, the one by sanctuary
Have we been told when the first day is to transfer our things to steam?
We haven't announced a specific date for the CK migration (or other titles, that I'm aware of).
Have you announced when you will give the announcement? I know it could be any day now, as it is April, but I do not know if I missed anything. I got a new dev drive, and I have been waiting to install the ck until it is on steam.
BTW I am not trying to be rude, I am genuly curious if I missed an announcement.
Should be able to start/continue any plugins in the Bethesda launcher CK and continue them on the Steam editor when they put it out I thought. ^^
I don't think you have to wait for the Steam distributed version. They'll probably announce the date in an article when they're ready, but that's just what I think.
oops, thought i was in the 76 channel, but there's no difference between steam and bethesda
Has anyone used collections with either Fallout 3, 4, or NV, and if so, what's your experience been like? Thanks.
I keep getting "application load error" whenever trying to open fallout 4, anyone know what this is?
Type the error code into Google. That will often yield results. Check that your Anti-Virus hasn't marked it as a virus.
There's some troubleshooting here that should help with that issue: https://help.bethesda.net/#en/answer/32406
Oh I don't have an antivirus other than windows defender
I tried all the stuff online, literally uninstalled steam and lost all downloaded games and it still happens
Thanks for the offer though
I'll try to get to talk to steam later on
That error occurs when you’ve got a mismatched file. Reverify your files and see if it fixes it. If not, make sure you actually own a copy of it. If you downloaded from a different site and linked, sometimes they attempt to swindle people with cracked copies. Make sure you didn’t get ripped off.
Because the Bethesda.net launcher is going away, will I find the fallout creation kit on steam and will I have to reinstall it?
yes and no, in that order
If you're using the Bethesda.net launcher for launching the Creation Kit, update your shortcut to point directly to the CK:
I stopped launching through the launcher years ago.
Did anyone make a backup/archive of the bethesda.net forums?
looks like the answer is a no, but did find the thread in question via archival sites
I assume at least one person did, but not sure who or where. The wayback machine might have some of it as well, dunno.
I know some mod authors made a point of archiving important threads
Mmm. I think the papyrus best practices thread got archived?
I found the "Understanding Precombines" on wayback. Might try looking for papyrus best practices
I wanna do a factory reset on my pc, but I don't wanna have to reinstall all of my mods. Is there anything I can do to back up all of my mods? I use Vortex, if that helps
There are probably better ways, but one I have used is cut/paste the entire game folder to an external hd.
Though I'm manual install usually, not mod manager. Vortex may have an EZ button.
So idk if fallout 76 modding is allowed here but all I wanna do is resize the loon mask so make is more "mask" sized instead of a giant headpiece
I’m not sure if it’s been opened for modding yet. According to the announcement the other day, the Bethesda launcher migration for 76 is supposed to start on the 27th. So maybe once everything is on Steam, they’ll release a CK for 76? I dunno how they handle ESO mods or if there’s an editor there though.
eso isnt the same as 76
eso runs on something thsts not creation
and 76 runs on creation
modding is not supported in 76 but they also dont punish it aslong as your not effecting anyone else or doing bad things
Ah. I don’t play ESO so did not know. Thank you for the clarification.
eso also isnt made by bgs
So I can't find any help here @trail geyser ?
ESO also doesn't really have mods in the same sense we're talking about here.
it has addons which add ui functionality
ill take that as a no then
Correct: the answer is "No." As Arthmoor says, the comprehensive modding capabilities available to the single-player games is not currently available to Fallout 76.
Some other guy changed the size of the deathclaw mask. So why can't I do the same with the loon mask? I'm not like asking for unlimited health, I just don't want to look so ridiculous with a massive head
only you would see the change
i know, thats the point
Last I heard this level of modding isn't going to be a possibility in 76 without private servers.
I don't follow the game closely enough to know if those are even a thing yet.
I will happily link you the mod page for the resized deathclaw mask. It is 100% possible
use nifskope to browse the archive (05UpdateMain), edit and apply the scale. export to your own mod (you should have the knowledge to do this by yourself) it will likely take some fiddling to get to a spot you like
chances are it could get a little screwed up (scaling a skinned mesh doesnt always go so well) however to my knowledge this is the only real way to do what you want without going insane
aesthetic changes are totally possible, in fact iirc 76 still (mostly) has support for 4's nifs if you have your own models and can convert the textures/materials. you can mod your ui/models, (though as mentioned before they wont show up to other people.) I've got about 50 mods for 76 installed atm, some of them swapping an outfit for another, others muting sounds i can't bear to hear, there's about 10 of them dedicated to improving/adjusting the ui, hell there's even a limited amount of bugfixing you can do (all related to materials/meshes not being properly set up, mind)
basically most things that wouldnt require an esp or the full fledged script-extender for modding 4 is possible in 76.
where did you find the normal nif file? i only found the ones that end with go, f and m, which it wont let me edit or save those ones
edit f if you use a feminine character, edit m if you use a masculine one (edit both if you switch often) you may need a newer version of nifskope that's supplied in the dataminers discord here: https://github.com/eckserah/nifskope_updated/releases/tag/dev10 to save 76's nifs
well, it usually works if i edit it using outfit studio. but it wont let me save on that and it wont let me resize for nifskope
to be clear, you need to edit the scale, and then apply it
i think i messed up, now the mask wont show
what did you set the scale to?
hm, did you make sure that's actually what was entered? nifskopes number entering is kind of screwy
lemme try again
also shouldve clarified, it makes my head invisible
also also it didnt work
ah
then yeah, i cant help ya, did you ask the person who did the deathclaw mask resize?
i did, but his method is different. he uses outfit studio instead of nifskope
odd, idr outfit studio ever being compatible with 76's models, can't really help ya there, sorry
theres a workaround
you use a nif file called DummyFXSkin.nif or something like that
you drag it into outfit studio then the mesh you want
did it! i figured out what was wrong
oh? i'd love to know
i didnt do the whole dummyfx thing in outfit studio
hence why it wasnt saving
horray, the 2nd mod i have ever made!
also theres two DummyFXSkin.nif files in both fo4 and fo76. you're supposed to use the one from 4
ahh, cool
but you were actually quite helpful. thank you 🙂
not to mention ive been trying to figure out how to do the whole ordeal for about 12 hours
I should probably have clarified that I meant a legit way to do it. The kind of modding you're talking about is currently against the ToS.
huh
i dont understand why it would, its not like it gives me an advantage at all
seing as how… they literally just stated when you stwrt up your game with modded assets to disable them for nuclear winter i dont think they are thwt against it
not that nw matters anymore
@real sphinx Hi! I've been trying to update one of my mods for the past 24 hours and the same issue is occurring that happened last year. CK reports that the mod successfully uploaded, the "Last Updated:" time increases but no new file appears on the site. This was fixed for me at the end of August last year and i've been uploading several mods successfully since then but now it's back 😦 Saw on #modding-news that this has started cropping up for more people than just me and that i should post here if i experienced it.
My last successful upload of a mod was on the 18th of March here: https://bethesda.net/en/mods/skyrim/mod-detail/4262808
The upload that is currently repeatedly failing is here: https://bethesda.net/en/mods/skyrim/mod-detail/4203404
I have also tried and failed to update a much smaller mod here: https://bethesda.net/en/mods/skyrim/mod-detail/4203558
I've been having the same issue @fossil widget
What does this mean in Fallout 4 Creation Kit's logger window?
LogEventToBNet: Event logging disabled. Skipping event send.
Computing AO blur kernel with sigma=1.500000 (width=9)...
hkVisualDebugger.cpp:37: Report : VDB Server instance has been created'
System\Io\Platform\Bsd\hkBsdSocket.cpp:403: Report : Listening on host [OVERLORD] port 25002'
hkVisualDebugger.cpp:111: Report : Server created and will poll for new client(s) on port 25002 every frame'
Nothing like a critical systems failure during a holiday weekend! Thanks to everyone for the reports and details.
Oof!
I’m trying to get into modding. Could someone point me to some good tutorials on making custom settlement objects, armor, weapons and all that stuff?
Google is your friend. Start with Seddon and Kinggath on youtube
Thank you
Yeah.
Investigations are ongoing, and have been promising. But it doesn't look like this will be fixed tonight.
This was actually resolved last night, and all of our morning checks have been positive. If folks continue to have upload/update issues, please post here and tag me.
What's most essential fallout 3 graphics mod
If you haven't already, you might want to ask this in #classic-mods or even #fallout-3-chat (maybe?). You might get a better answer in one of those channels. This one seems to only have Skyrim and FO4 modders that frequent it.
https://youtu.be/CzvxWQFWoVA
I’m trying to use the mods found in the description but it seems that as soon as I press the play button (not the steam one) the game just closes/crashes
OUR TWITCH CHANNEL: https://www.twitch.tv/fudgemuppet
Patreon: https://www.patreon.com/fudgemuppet
The Witcher Build for you to enjoy in Skyrim Special Edition, plus a few awesome mods!
TIMESTAMPS:
Mods, Race, Standing Stone and Stats: 3:03
Backstory, Roleplaying and Factions: 5:16
Skills, Spells, Perks and Playstyle: 11:48
Gear and Companion...
I don’t think it’s a performance issue
Some of those mods are for Skyrim SE, and some are for original Skyrim.
Unless there are 2 or more that I didn’t check
Because I went one by one turning off each one
So likely chance 2 or more are original
I’ll let you know if it works
Yeah @real sphinx it seems like all of them are SSE or at least I downloaded the sse version
Where do I find Notes at in the Fallout 4 Creation Kit?
Should be under Items > Books if I remember right (at least the physical paper ones), don't remember if the digital notes are though (the ones you slip into the pip-boy)
Weird. Perhaps you have a missing ba2 or other art file the ESPs are trying to reference? That'll cause a hard crash.
Ok I kind of figured it out
Both contained bsa and esp files
I just removed all the bsa ones
And now when I press play
It goes past the Bethesda game studios logo
Then crashes
So it still doesn’t half work lol
What happens if you extract the BSA files?
I’ll try and record it one sec
Actually, what I meant to ask was, maybe they are for Skyrim rather than SkyrimSE.
No they’re for SSE
I made sure to download all the right versions
I went over it again 20 minutes ago
And I got rid of all the bsa files
Well, if you got rid of the BSAs but not the ESPs the BSAs belonged to, that's just going to cause more issues.
But what I meant is sometimes a Skyrim mod doesn't get converted to SkyrimSE properly.
No it made it better
Before the game wouldn’t launch
Now it does
But like
Crashes lol
It could be the BSAs aren't in the right format?
A missing BA2 or art file still sounds like the most likely culprit to me. You may want to remove the mods and try re-downloading with Vortex.
Doesn’t Vortex not work with SSE? Nonetheless I’ll try it
Vortex works just fine with SE.
I reinstalled everything but still back to square one
In fact the game doesn’t launch again
I meant the vortex mod manager
does anyone know why creation kit keeps not responding when i try to upload and i would wait 20 mins and still nothing
it was having that problem over the weekend it was working for me a few hours ago but the servers could of broke again
Yes.
Not a bad idea, tbh.
Hi! I was on the website and it directed me here to report bugs or issues with the mod search engine. Is this the right place? I don't see a channel specifically for it.
Which game are you referring to?
Hey all, I'm learning creation kit (FO4) at the moment, but I can't seem to figure out why the render window looks like this? When in bright light mode (A key), things look flat, but full resolution, but when I toggle it off to show the actual scene lights I get the second photo where everything looks low resolution. Is this normal or is there a setting somewhere I don't know about?
The second one looks like you've got the Sky enabled. It will give you a general idea of the colors on the IMAD/IMOD, but don't expect it to actually look like the game when you're trying to run full resolution. It really isn't set up for all the graphics. It's just an editor. Turn off the sky and since that is an interior cell, make sure the landscape is off as well. You can turn on water if you need it but you might want to fiddle with the graphics settings so things will actually run and not lag.
Also have fun with the precombined geometry in that cell. 😄
It was the sky. Thank you, lol. And I'm just messing around right now, not choosing Andrew station for anything in particular. Is it known to be pretty badly optimized?
If you haven't touched anything in the cell, the optimization stays in place. Touch things in the precombined geometry, the game explodes. \0/
I wish I were being melodramatic.
Ah, gotcha. Anyway. Thank you. That was the fix.
Have fun modding. 🙂
Thanks. Wait is Andrew station the one with the mobsters in Boston where you go to rescue Valentine or am I thinking of somewhere else?
I think so? There's a lot of repeatable things there.
Ohh. Rescue. I misread your question. Apologies.
Eddie Winter is in Andrew Station.
ah
I was surprised noone has done this before
Does anyone know if there's a setting in an ini file somewhere where you can improve how the shadows render from a distance. In the video, inside the bus you can see the shadows blend in fuller the closer you get. That's what I'm referring to.
Check the Shadow Quality under Options > Advanced in the Launcher.
Also anti-aliasing settings there.
Shadow quality is ultra and AA is TAA. I do have a custom value for the shadow distance set to 10000 (I think ultra is 20000) because that's usually the biggest frame dropper for the vanilla game, but I can't imagine that setting controlling what I see here? I mean what units is the 10000 / 20000 in the ini? Even if its cm, that would be 100 meters; well far away from what I'm seeing in the video.
I think I figured it out. I think it's fBlendSplitDirShadow under the "display" section in fallout4pref.ini. It's usually set to 48. I set it to 512 and it seems to work.
Oh interesting. FYI- Distance in the ini should be game units. A cell is 4096 x 4096 game units which should be the length of 8 settlement floors (if I mathed right — they’re 512 game units).
So you’ve got your shadow distance set to approximately 2 grids.
I wonder if setting the distance to exactly two grids would assist in frames rather than rounding and going over/under the units for the cells?
settlement floors? What do you mean by that?
The floors and walls you build in settlement mode are 512 units.
ah ok. I sure hope one of the improvement they made to the engine for Starfield is that they just use cm like every other popular game engine. I'm not sure that would be though.
Dunno. When you input a height map, 32x32 pixels is one cell. (I think). Unsure how that would translate to cm.
I would assume one pixel would be 1 meter then, or 100 cm.
or no
A height map can only be 32 pixels / cell? that seems really low to get any type of definition
I would need to see how big a "unit" in the creation kit is compared to a cm to get an idea of what's going I guess. lol
It’s painful to calculate when adding new world spaces.
One of the problems imo of using an arbitrary unit of measurement just called a unit. Definitely should switch to real world cms
But then again, the engine is what, 20 years old at least, technically?
Nah. Creation kit is easier to use. You don’t have to know C++
You have to learn papyrus, though right?
Not for the basics, no.
I think he means particularly in regards to the recent UE5 tech demo that showed an engine far more advanced than others 
Only if you want advanced mods like quests
I haven’t kept up with UE since my partner flaked out on me. Unity is a nice enough engine.
I guess it's not a great comparison comparing the creation kit which techically isn't the full engine, but instead a tool created around a preexistinggame for modders to unreal.
Would love to see an Elder Scrolls game with access to that level of engine, but...oh well. 
Dunno. Mass Effect modding looks hard.
And unpatchable.
Yeah. CK is just the editor
I would think (I don't know for sure. I'm not that technical at this point) that it would be relatively straight forward to create a modding system around a game built using UE5. Maybe create something like the creation kit, but around UE5; like a simpler version of it. Don't know.
like a higher level programming version of it.
Like blueprints are to C++
Who knows, CD Projekt Red switched to Unreal, maybe Bethesda will too after Starfield for ES6 / Fallout 5
When?
when what?
When did they switch?
They announced a couple weeks ago they are going to use UE5 for their next Witcher game
^
Ah.
Their experience with CP2077 probably humbled them a bit in that regard.
lol ture
true*
Cyberpunk is a pretty fun game. Not amazing and not what they advertised to be, but it's pretty fun at this point.
The visuals in that game are amazing though
I didn’t follow the hype. Enjoyed the game.
Eh, there's definitely things about it still that seem odd. Police spawning out of nowhere. You can't shoot while driving, etc.
I can’t shoot while driving either. Apparently that’s illegal.
lol
xD
id like to point out creation engine is so moddable because thats what netimmerse and gamebryo were meant for it was an extremely modular engine like EXTREMELY modular that does this stuff especially well andnthey made it more modular
the asset and workflow for a unreal game is alot harder and the game would pointlessly balloon in size
fable anniversaries (simple mode and texture swapping) mod tools are huge
which is a massive downside to unreal
Yeah, on a similar note, there are definitely some things the creation engine / BGS games do that are still not as common elsewhere. Like being able to put random items in random containers around the world and them still be there no matter what, BGS games being if not the first, one of the first to implement first person and third person perspective options for players with a press of a button in real time, etc. I do wonder if CD Projekt Red is going to support modding in a similar or more involved way like they did with the Witcher 3 and how that is going to look like using UE5.
I know they didn't support modding as much as Bethesda does (which would be hard to do), but if I remember correctly, they did make some tutorials / documentation on how to author / import models and textures into the game and they had that red kit thing too.
yeah the persistence of literally every single object in the game is something extremely uncommon at best
im making a animation (it was a static but now its animated) i have it working in nifscope and when i look at it in the ck the animation works but it isnt playing ingame i added it in the static catagory in ck and another in movable statics (it didnt show ingame where i placed it) also i cant add special idle the animation is in a loop so i dont think i need a script
To clarify, is this VFX animating (uv's or particles) or object animation? There's a lot of things that it could be honestly.
The process is different between the two, but they do share some similiarities.
it is the object particules (its a stall) i want the cloth at the top to look like the wind is working similar to a flag
Might be worth a look at one of Bethesda's flag nifs and compare theirs to yours, if you haven't already. I can help a bit more later when I'm at my PC. 👍
Since this is an animated static, check your BSX flags and try entering in a flag value of 131 (if it's not already set to that). If your static animation is playing in the editor and nifskope, but not in-game, it could be due to an improper set of flags in the BSX or somewhere else.
Since Bethesda is moving away from their own launcher, you can now obtain the Fallout 4 Creation Kit on Steam. https://store.steampowered.com/app/1946160/Fallout_4_Creation_Kit/
If you want to migrate your Bethesda.net Account to Steam, visit this link: https://bethesda.net/en/account/transfer-library
^I see it was posted in #modding-news , but nothing about the migration (even though it does not include the tool etc.), but just a heads up as it's not in #social-feed either.
the bsx is set at 131
If you wish to, you can send me the nif via DMs and I can take a look at it. (If it's a Skyrim nif that is, don't have Fallout 4 installed atm due to temporary disk space issues.).
Can someone make a version of the Lee Enfield without the camos and tape to save up on space?
Maybe compress the textures as well.
You should probably mention which game.
no offense, but fix the creation kit, ive been struggling severely with it since the steam migration and junk
That isn't a lot for anyone to go on. I'm still using the old versions. What're the issues?
One of my issues is that it keeps telling me it cannot find steam_api64.dll and neither can I when I do a search, and it does not seem to load even when online and launched from the steam sight either.
Are the CK files inside the game's root directory? If they are, you should not be getting that error.
You can also try revalidating your game files in Steam. If that file is missing, it should be recoverable that way.
Before downloading the Creation Kit, run the game so that the kit knows what directory to install to.
And don’t install Steam inside Program Files on Windows 10.
Is there a way to get doors to snap to doorways in the Creation Kit?
Certain pieces relating to a tileset don't accomodate well with snap to grid. If your using the snap to grid feature and having that issue, the units set might not be ideal for it. You can edit them under the preferences window (3rd icon on the toolbar), some playing around with the values will be necessary.
Otherwise I personally just refine the placement of doors with the coordinates editor. They tend to have some leeway room with doorframes so that there's no gaps.
What's snap to grid?
1st icon = snap to grid
2nd icon = snap rotation angle
Snap to grid just makes it so that instead of translating objects in a nearly smooth manner, it will skip a number of units. By default, mostly every tileset will work with the default snap to grid value.
Also, I don't suppose you know how to connect a terminal and turret.
Setting snap to grid to 4 helps (in general) for lining up funky pieces. Also Shift + Q and Alt + Q are quite helpful. If it's a workshop item, try snapping to connect points. (Duplicate any workshop objects before using them - there are a lot of scrapping mods that will tear your interior a new one if the object is on their scrapping list.)
As far as linking a terminal to a turret, Crystal Sharrd, are you familiar with how LinkRefs work and how to set those up? The keyword to use to link a terminal to the turret is LinkTerminalTurret.
If you want to add any traps (assaultron/spotlight ambushes) on the same terminal, you would simply LinkRef with the appropriate keyword. Search for LinkTerminal in the Object Window and it will give you the list for use with native terminals.
If you are not familiar with how LinkRefs work, watching any video that shows how to set up bookcases in Skyrim will give you instructions on how they work.
It's simply a different set of keywords.
I don't think the devs gave us a terminal-turret link ref Packin to slide into the cell. There're some regular trap Packins though.
I have a linked reference, just not the keyword.
I'm trying to figure out how the Turret Override Program's Remote Targeting option works.
I know what it's supposed to do, just not how it works.
That option has a lot of cogs. 😄
I'm thinking that if I can figure it out, it'd open up some interesting options for making cells.
Also, if your ever unable to find a tutorial on something, looking at some of Bethesda's examples (or even other modder's examples on what they've made and how they did it in the editor), is a fantastic way to learn things which may not be covered well on.
I've started getting "Combined Ref Key errors in cells" pop-ups when loading a mod I'm working on in the CK. XEdit shows no errors other than Bethesda's. I can't figure out what this error is, or why it's happening.
I did convert the file to ESL, but decided to revert it back to ESP. Could that be the cause? Is this anything to actually worry about?
Cross-posted in #fallout-4-mods
Are we still able to port mods to console after the Bethesda launcher migrates to steam?
the ck… had nothign to do with the launcher
Anyone know how in the CK do you add a "Reduce Health by Xpts for x seconds" effect on food items?
Have a look at DamageHealthPoison and walk it backwards. BleedOut uses it. Theoretically you should just be able to duplicate BleedOut, change the model, sound, and such and then change the keyword from ObjectTypeSyringerAmmo to ObjectTypeFood and replace DamageHealthPoison with a duplicate magic effect but without the target condition for 0 player, but it might be a bit more complicated than that.
Or create a new keyword yourmoddingprefix_ObjectTypePoison
so when i launch the creation kit, it plays the windows popup sound, does nothing, and crashes
its been doing this ever since the steam migration
and no its not in program files, its in my external hard drive
and im not using MO2 and on top of that, i already launched the game to see if its an ini error and its not
it literally just wont launch, even with the base game and the creation kit both installed with absolutely zero alterations
and if i downgrade, it ends up working, but it still impossible to use
as i get a horrible UI bug where it corrupts every UI i open or use and makes it look messed up
and makes whole buttons and sections end up missing
so if i downgrade, i can use it, but i cant do anything with it, and if i stay on the steam version, it simply doesnt ever launch
and the worst part is, the fallout 4 creation kit AND the skyrim LE creation kit both work perfectly, but the skyrim se one has massive issues
Yes because I did try to create my own effect, using the Ravage Health effect where it does indeed reduces your max HP to a certain amount, something I'm trying to implement into my mod with the use of skooma, and thankfully much like all the other items I've altered with my mod it's compatible with LotD right out of the gate as well as survival. Although there's a nagging feeling in the back of my mind that I could do the "skooma withdrawl" effect more better.
Basically one part of what my mod is trying to do is to better alcohol consumption with CC's Survival Mode as well as make Skooma give more of a kick but be like a double edged sword where despite its buffs it gives, overtime it's gonna punish you. I already got all the alcohol in the game sorted out, even made a small patch for BS: Bruma and maybe plan on making a patch for Wyrmstooth/VIGILANT/Moonpath and whatever mod I have that adds new alcohol or drugs. But with the drugs, well lets just say due to my added Ravage Health effect, drinking two bottles of Skooma at once is going to kill you instantly.
Maaaaaybe need to nerf that a bit ^^;
I just migrated to the Skyrim version on Steam and it opens just fine. My Anti-virus caught it though and I had to do a bit of finagling there. Have you opened it by clicking directly on the CreationKit.exe from the game folder?
I forgot to make a backup of the compiler though. Whoops.
yes i tried directly and it does nothing
Out of curiosity are you using nVidia or AMD?
I'm on AMD. Wonder if that's the difference?
Anyone with Hunterborn ever had an issue where despite clicking on the "Extract Venom" on a killed spider, literally nothing happens. Anyone knows a fix or what's the issue?
Sounds like a mod conflict.
Check your level lists edits and place Hunterborn lowest. Lowest wins.
Or don't use level list edits with it. That's just a recipe for conflicts.
Yeah, I noticed that after removing all the mods that involved "Alchemy Requires Bottles" I was now able to harvest blood and venom. Which is weird because with ARB it has a patch for Hunterborn?
Even more strange, it seems that it's the patch that is causing the problem?
From what I can understand, there is a keyword involved, or a lack there of, that is causing the issue where you can't harvest venom or blood. Based on the description, this patch was supposed to make it so that in order to harvest said blood or venom, you needed an empty potion bottle in your inventory. Yet for self preference even though I had about 3 in pocket, I still couldn't harvest any venom or blood.
I've had bad experiences relying on others' compatibility patches so make my own. That way I have control over my game. No one is perfect and compat patches sometimes don't work as intended (or create new bugs) ¯_(ツ)_/¯
I mean, I'm perfectly capable of breaking my own stuff. I don't need anyone's help. lol
Load your full mod list into xEdit and see what's overriding what. You'll be able to see what's going to derp with the hard edits. Script conflicts are the devil though.
I've already found the issue, that being the patch, and right now I'm trying to figure out how to fix it, which from what I can tell based on the bug tab of the mod and the description overall, there's a keyword that's not being implemented?
So I have to figure out how to implement that keyword using SSEdiit
Grab it and drag it over into a new patch. Do you have the link to the documentation? If not here it is: https://tes5edit.github.io/docs/
I think you want section 5.7 or 5.8.
Oy that all just makes my brain hurt >.<
Back up your plugins before attempting.
You may wish to download a smaller mod that requires a patch and practice with it? It's actually the easiest thing to do once you know how the program works and what field is for what field.
I could try to make my own Hunterborn/Alchemy Requires Bottles patch? See if I can make it from the ground up through the CK?
Whatever is lowest in the load order is going to show up in the CK. Check which keyword is missing by loading the two plugins in xEdit first.
Those two mods aren't missing a keyword, it's the original patch that's missing the keyword. I'm trying to figure out what that keyword is so I can then put it in somehow, and have it so that the patch actually does what it says.
Wait. I just read the link you gave me. That isn't going to work. That's a scripted patch.
Fek, for real?
So the only person who is able to fix this issue, is the mod author of that patch?
Nope. Sec. You're gonna do it.
You don't need that patch.
Make your own inter-mod communication patch with Papyrus.
Inter what with who?
You want help or not, dude?
I do, I never really done modding like this before sorry ^^;
Let me make sure Skyrim supports this first. Give me a moment. Skyrim's method of communicating with other mods isn't as in-depth as FO4's.
Right, because in all honestly the only mods I've been able to create were just through the Creation Kit and those were just the fiddling of effects. Never touched scripts before.
You'll be doing this from the Creation Kit and all you'll need is SSE.
Alright, got those covered at least.
The patch you're creating will need to be loaded below both mods you want to patch. It cannot be an ESL or it could load improperly so make sure you have enough plugin space for it.
This is the method we're doing: https://www.creationkit.com/index.php?title=GetFormFromFile_-_Game
Ah. Damn. Cannot change a property. :/
Don't worry, I got that covered. So just open up those two mods through the CK and then what
Won't work. Let me have another look at Hunterborn and the other mod to see what's going on with them. Skyrim's scripting is gimpy.
Oh wow. Was that patch poorly implemented. The alchemy mod has a script already for MAs to use to update their formlist. :/
So yes, that patch was more than likely badly made then. All the more incentive to create a better one.
Just leaving a notice to draw more attention to my post on #skyrim-se-mods, if you have any useful advice, solutions, tidbits, pointers, that'd be appreciated
anybody know why the creation kit for se has missing buttons, bugged out ui that looks broken and doesnt show anything, the render window becoming pixelated when i resize it and other stuff?
its been happening for weeks now
and its been extremely buggy and broken
its just being buggy and broken, its really hard to use like this
The panes are movable and resizable. If you're experiencing this continuously upon moving them and restarting the Creation Kit, delete CreationKitPrefs.ini prior to start up and move them around into an order you like once the kit has loaded.
CreationKitPrefs.ini should be updating each session so make sure it is not set to readonly.
Is there a well-put-together/recommended world space tutorial for Skyrim SSE that covers 1024x1024 heightmaps? Specifically looking for the height to enter into TESAnnwyn. My mountains are just bumps. :/
Jonx0r has a well fleshed out PDF covering multiple topics on world space creation. Refer to chapter 1, page 45 for TESAnnwyn heightmap import: https://drive.google.com/file/d/1j0xoZFy3tj_J9aL-O0JVqHMLcizGl0Vj/view
A DLC-sized step-by-step tutorial showing you the process of creating a new lands mod for The Elder Scrolls V: Skyrim.
Sweet. Thank you very much. 🙂
No problem! 🙂
help!!! i need help installing Fallout 3 SE...I insatlled the Downgrade patcher and then when i try to install the FOSE it STILL says invalid version...i had it working before idk what i am missing
cannot for the life of me get cells to change from their default music type in sse
works in a duplicate cell
I haven't done anything in cell edits in a while, so take this with a grain of salt, but I remember having to open up the cell editing, click on a different cell then click back on the one I actually want to edit, before I could get my changes to stick.
yeah that’ll happen occasionally and it just makes it so the options for music type are greyed out. switching cells fixes it. still can’t get existing cells to actually change. my own cells work
i’m specifically trying to add music to the dark brotherhood sanctuary. doesn’t stick. tried changing breezehome and a couple taverns and those won’t change either. doesn’t matter if it’s a vanilla music type or my custom one.
my custom file works in the duplicate cell so i know it’s not a problem will the music file
Is anyone else having an issue with Vortex? For some reason now it's failing to download even the most simplest of mods?
It says "500 Internal Server Error" so it's more than likely just a Nexus site issue.
Yet I'm on Nexus now and it looks to be fine?
so i can get it to work if I do it as a music trigger, instead of just consistent cell music. i guess this is the best im gonna get
im guessing there is something stopping cell music from being allowed to play in db sanctuary but I have no idea what it is. setting the mus type to have the highest priority does nothing
Just an FYI to the moderators to pass along (and I don't know if you've already been informed by someone) - the Modding Guidelines link on the mods site redirects to website landing page instead of the guidelines page.
I believe this will be fixed the next time the Bethesda.net portal is updated. At the very least, a fix is prepped, but it's part of a larger deploy.
Not sure if it belongs here or in classic mods, why don't people make new animations or animation frameworks for oblivion like hitman001 is doing for fallout new vegas? He has made so many gun animations for that game its insane, people making animation mods are more invested in fnv than in oblivion or fallout 3. Why?
they play those games more so make mods for them,there also isnt alot of animator modders
Animation work is also a lot of work, in general. If you think it's easy, feel free to learn it and give it a go. 
Id like to learn how to make a mod
<@&784552354183381052> <@&784552314911588403> can I get a mod to PM me, I have a question
Hello. Please only ping mods for emergencies. If you have Discord related questions, you can use ModMail. We are unable to assist with in-game issues
You just send it a DM
Creation Kit is free. You just need to download it on Steam. It's not a paid "game" so it won't transfer
I love how I get warned for using an abbreviation
Maybe don't use an abbreviation that's a single letter off from a curse word lol
It’s all good
Apologies for the misunderstanding.
Why does skyrim have 5gb of free space on xbox and fallout only has 2?
I have a mod called no blood and gore that removes all blood decals from the players and npcs bodies. I would like a mod that removes all the energy damage decals (black marks) from the player and all npcs bodies. thank you
That’s because the modding for Fallout 4 came out earlier than for Skyrim SE
and fallout 4 is harder to run
Skyrim used to only have 2gb back in 2018 too before the series x
really?
I remember them being the same back then. Fallout isn't optimised yet either for some reason
Mod storage capacity for Skyrim on consoles has always remained the same.
Hey, can someone help me with the Vortex Mod manager?
Fallout is very easy to break with mods if the mods have world edits, especially if someone just got happy with the delete key. You cannot delete references and expect the game to run correctly. Hopefully whatever optimization system they have in place for Starfield will be easier to mod. Skyrim has always been 5GB for consoles. Been salty about it since it came out.
Actually it hasn't always been 5GB. It got bumped up once early on. I don't remember the circumstances behind why that was done though.
Huh, wierd
Skyrim SE mod storage size on xbox was always 5 gb.
Nope. It started off at 2GB very early on but was updated along the way.
Nope, i have SE since day one and it was always 5 gb.
Well you're misremebrting then. I've had SE since launch and it started at 2GB and was updated.
Still nope. My memory of that is very clear. There was no change. 2 gb is and was always the size for F4.
Yes, for F4, but we were talking about Skyrim, not Fallout.
Yep, and Skyrim's storage size is and was always 5gb.
Except for how it wasn't, but hey. You can have this one if you want it that badly.
@covert pelican https://elderscrolls.bethesda.net/en/article/25B2dGBtDacUaS2KOUsoMq/skyrim-special-edition-gone-gold-and-system-requirements
I figured I'd look into the data from the time and that is what I found.
The article posted two days before SSE's release.
Although I don't have a console so I can't give a firsthand account of what it was. I'm not finding any sources mentioning it being lower. 
Can I ask here about a problem im encountering with the Creation Kit?
I'm not aware of any reason why you couldn't.
Thanks! This is the error im encountering ( For Fallout 4's CK ) whenever I try to compile any script, even ones from BGS like in this screenshot:
Followed by :
Ive tried quite a lot of things, except reinstalling Windows ( which is my last resort) Is there anything I can try?
I take everything back. Clearly my memory tricked me and i needed it so badly to be right. My sincere apologies. I'm just a simple console user and know nothing about the system i use or the games i play. I can't live with the shame. 😭
No idea; I've never encountered that error. However, I will say it is incredibly unlikely that an OS reinstall would be necessary.
Is the CK installed into the correct location? E.g. the game's main directory.
Correct. I do have it installed on a external SSD though.
The game is fully up to date?
This is the install folder for both CK and Fallout 4: D:\SteamLibrary\steamapps\common\Fallout 4
Oh, so this is for Fallout 4.
Yeah just double checked. Also tried doing a scan on both the CK and Fallout 4 files to see if there might be anything missing, but no change sadly
It helps to mention the game first because people who mod Skyrim are also present here. 😅
Oh right yeah apologies 😅
Are you running the game and/or ck in compatibility mode?
Neither FO4 or the CK is running in Compatibility mode. Should I give it a try?
No, the thread I was looking at was in regards to people having the error with it on.
Do you have exceptions in your firewall/AV for steam/fo4/ck?
Alright : ) I can link to another thread where I tried some things if you would like to get some in sight to a few things i've tried?
Im not too sure about that to be honest. Let me take a look
No probs, thanks for the help!
it was the esp limit that was different not the 5gb limit at launch it has always been 5gb,they brought in the 150 esp limit because people were having trouble with load orders so they made a limit
@rich kiln Hey! Just wanted to say that I managed to fix the problem. I reinstalled Windows. The problem seems to have been with the VCRedist packages ( which was weird because earlier I did uninstall all packages and reinstalled them). After installing that, everything compiles perfectly now!
I see. It's unfortunate you had to go that far, but congrats on sorting it out. 
Is there anyone here who knows a thing or two about modding Oblivion? For some reason my pause and save menus are turning white for some reason?
@inland swift and @trail geyser are correct. Xbox mod support came to FO4 first, and we got 2GB.
Once we had proven this worked, we were able to arrange for Skyrim to launch with 5GB. It also helps that Skyrim doesn't have nearly the performance needs of FO4.
We have looking into raising the mod limit for both games, but doing so is much more difficult than simply adjusting a value. For now, this isn't feasible, but we do revisit it periodically.
What about adjusting it only as apart of xbox series x or ps5 enhancements?
I ask about it because I have had an "issue"? where a mod that's almost one gb for fallout 4 doesn't install properly and it seems to just replace game files and never appear as part of the load order. it has 3 parts for about 1.5gb.
It's been a pain to get working and I think it has something to do with just having a low official size limit. Although I have managed to accidentally install the mod without it registering as a part of the 2gb, except it didn't install completely correctly so some textures were missing, although surprisingly not that many. Still, it would probably work if the limit was raised I think.
doing so would as far as i remmember requiring wiping all saves… for everyone as carto said its just not that simple
well, dang because I'm in the middle of one mosh posh modded save of joy and glitchy chaos
I would like to know why texture mods glitch out and replace vanilla files like they do.
I don't think it installed normally once when I was using it
apparently having 60mb of buffer between full memory and current usage wasn't enough
@real sphinx Also what would be the possibility of getting an official script extender for both games on console?
If we can find a way to expand mod space without causing too many problems, I'd love to do it.
How much free memory should keep it from bugging out as is?
Bug out in what way exactly, I'm confused.
It gets freaky. It installs by replacing files and then dissapears from my mod list but running the game confirms it's there. It's a texture mod called frosted over, wonderful textures and great vibe but it's been the craziest install I have ever dealt with
When it's "disappeared" it doesn't count for 2gb with the exception of the third or first part depending on install order and their sizes registered have varied from normal to being 200mb over the offical size of that specific part.
The big boy, part 2, is nearly a gigabyte and always disappears
Also, I'm serious about the script extender carto. I got to know if that beautiful lovely is in the realm of possibility for yall
It did give me the idea to ask if beth could make some large mods install via dlc instead, like skyrim's burma mod which had to be super dumbed down on xbox or the new fallout london
script extender does things the xbox literally can not let the games do
itd be an absolutely insane security hole as script extenders functionality comes from it also being able to load outside dlls which can also themselves expand the scripts or add new functionality
i wont pretened i understand how it works but as far as im aware thats the gist of it
I know the question wasn't directed at me, but I think it would be best to look at what their official offerings have been as part of CC, examine it's scope range, and keep reasonable expectations within that realm. Also bearing in mind that they have abstained from touching certain things, for example, behaviors. Keeping that on tab, I also don't think anybody should ever be hoping for an official function extension to papyrus classes, new papyrus objects and their functions, and well, you get the idea. Ever. Some people can hope if they want to, but I personally have to be very realistic here. I know there was somebody else that asked about that last year.
Oh, now that I've mentioned behaviors, did you know that the sabrecats in Skyrim use the same behavior file as skeevers? 🐀
Nobody asked for that information, but the more you know.
Thanks for letting me know. Can beth at least mark mods that trigger the ability condition bug/require script extender to work long term. Looking at you enai with apocalypse, summermyst and thunderchild. they seem so lovely but are secretly extremely problematic on xbox
Not sure if those three can be fixed. But if one of the authors here figures out how to fix it then the xbox community would be grateful
Is there a way to reset the scripts/cache/temporary data, in the game to prevent bugs? Not just the normal one but those associated with a save file?
20h of work lost cause the CK crashed and corrupted the .esp file. Thanks.
Any chance that that CK creates backup files?
Every time you hit save.
Im guessing its the .Bak files?
you know I'm still not sure what the heck those are. Maybe? I didn't know if they came from CK or xedit
Lol im gonna see if it works. The file is saved as ABC.esp.bak so im gonna remove the .bak and see what happens
did you add the few lines to the .ini or make a custom .ini? It helps to stop the kit from crashing, though it will hang when you try to close it then.
Only for FO4, but not the CK itself.
Ok to PM this?
Yes please :)
Ok, one sec
Also yes, if you remove the .bak from the file, and put it in the data folder, the file does work again. Really happy about that!
Just in case, I always create a periodic checkpoint backup as I work and keep them somewhere in a different folder.
Good to hear it got resolved though! 👍
I've been doing that with a big armor merge mod. It works and I'm afraid to mess it up, so now every time I want to add something, I make a copy and move it to a storage folder.
Especially if you need to test out changes that are difficult to revert.
Uh, are the modding servers down?
@real sphinx Would beth consider allowing large mod projects that don't fit within the memory limit to be downloaded through dlc. This is for more major projects like skyrim's burma mod or the fallout dlc projects. I know minecraft has set a precedent for user created dlc on the xbox store at the very least so would it be possible (likely just "free" dlc to avoid issues)
I like that notion. It would still have to trip the "modded" flag, but otherwise seems reasonable.
Very cool batman mod https://imgur.com/a/t7v8iJW
Awesome!
If anyone here mods Fo76, I'd like to know if there are any mods for QoL stuff that are actively updates...mods for health bar, lockpicking, quiet camps and glowing objects are what I'm looking fore the most...
*actively updated....
When you are too broke to afford fallout 4 https://imgur.com/a/y6vgdMe
There's places selling FO4 GOTY for less than 20 bucks right now. 
Tysm skyler the great
Is the modding community's attitude towards Skyrim and Bethesda bothering anyone else?
Why does it seem like modders pride in tearing down and trying to one-up Bethesda despite them even allowing this level of mod support to begin with?
Ever since Creation Club debuted there's a level of contemptness I haven't seen before then
The act of modding any game is an implied criticism of that game. If we believe a game is perfect there is nothing for us to add or subtract. So there has always been a certain amount of criticism within the modding community, sometimes pretty harsh too. Has it gotten worse since the inception of Creation Club? I don't know. I can't say I've seen it worsen over the past five years on Bethesda's old forum or on this Discord.
i wouldnt be to bothered they (mod users) dont like mod authors/porters etc either
i dont think modding is criticism of the game,vanilla skyrim is a good game (the only thing i didnt like was there wasnt enough depth with marriage and i wanted to own buissness,that was fixed in vanilla with cc)
There's definitely been a huge rise in hostility over the last couple of years. So much so that even the traditionally toxic places are noticing it.
unfortunately the general communities for moddable games in general tend to be extremely toxic and entitled for some reason
let me correct this
the general communities for games tend tk be extremely toxic
When that Extended Cut mod releases people are going to bash Bethesda and say "this is how skyrim should've been, bethesda writing bad!"
I'm waiting for that inevitable backlash against the vanilla story. Again.
The game's narrative has been nitpicked to death over the years and this kind of project just enables that pedantic criticism that doesn't take into account deadlines, information accessibility, and how character writing may work
I'm not familiar with what this Extended Cut mod is.
It's a story overhaul mod that is supposed to expand on and allegedly improve on the quality of the base game and DLC's writing and voice acting
And jesus, the comments are already proving my point
"Amazing how the modding community is doing more work to improve the game than the actual Skyrim developers"
Well it's reddit, what'd you expect? 😛
Not just reddit but the Bethesda forums, Discord, and twitter
If I were a game developer and heard these things, I'd take out non-Creation Club modding entirely and tell them to go make their own games or use another game for their projects.
There's a fine line between a fun expansion mod and a soapbox in disguise
I think that's enough, let's move on please.
No, that's enough. You can further discuss it in DM's if need be.
How do people manage to not pull their hair out working with the creation kit? The amount it crashes freezes randomly glitches... like I salute anyone who has made big major mods with it.
its crashiness varies person to person and there are fixes for the cks
i have had better luck with my short time using it (i inexplicably just use xedit for everything even placing objects which ks just… insanity as theres no as far as im aware user interface for doing do just pure number entering )
then i had with fable anniversaries modding tool (11 gigabyte editor bigger then the game itself that can only edit models and textures crashed on me 3 times ) and i had unity crash on me a few times
bethesdas editor is pretty simple to understand overall its powerful and its so light weight
My Construction Sets/G.E.C.K./Creation Kits have only crashed or frozen on me a few times over the years. I'm amazed when I hear people complain that they crash regularly. I never multitask, though, if that matters. I always shut down other programs (even virus programs) when using the editors.
Fallout 4’s CK crashed for me a lot when I had only 8 gigs of RAM. Once I upgraded to 16, the crashing stopped
why is the unreal editor for fable anniv so unstable only able to replace models and textures is 2 times larger then the game itself
it makes me really appreciate bethesdas modding tools
My experience with the CK has been more or less the same as Pseron's, and I multitask like a madman with it running too. I think most of the crash reports I've seen are because people are doing weird stuff with it, or happen to have stumbled into an unstable part of the CK.
Hahaaaa
lol, sometimes it feels like that
It was the day you made storefront. I'm sure of it.
when a fan does graphics better than bethesda
fans dont have to adhere to what a console can do now do they
on a game that is now… 13-14 years old where modders have had around… 13-14 years to make such assets and improvements
"Better" is obviously very subjective.
“Bethesda” is also subjective in this case since that is a game that was made by Obsidian. :p
Heh, true
It's also honestly not clear to me which parts are supposed to be the "better" parts in each of those shots.
Lol same. I do like the clouds in the second one. The lens flare bokeh can take a hike though. >_>
new vegas reuses a LOT of fallout 3s assets
every image is a different enb
is there anyone experienced ORC for Oblivion?
I'm having troubles with performance issues
a lot
Need help
Anyone?
I need help with "equipping outfit mods"
So I have Installed the mods correctly. And now from where do I craft or equip the outfit?
Unlike Fallout 4, It had an Armour smith bench and chemistry bench from where we crafted mod outfits and armor.
So how do I do it in Skyrim ?
ok i need a hand with fallout 4s mod menu on xbox x cuz its not making any sense
im trying to download a gun mod thats 30.46 MB while having 48,55 MB of free space
but the damn mod menu is saying theres not enough space...
this is also a issue in the skyrim menu aswell
The website is in MiB, the in-game menu is in MB. Here's a calculator to figure out if you have enough room: https://www.gbmb.org/mib-to-mb
MiB to MB conversion is a tool to calculate data storage capacity of digital information, learn how many megabytes in a mebibyte, convert mebibytes to megabytes.
Herein lies the problem:
Manufacturers like nice round numbers but digital storage is not nice and round.
Calculate everything you have and see if you've gone over 1.86265 GiBs
hmm so i would need a MB to MiB one since i understand MB
If you google-fu mb to mib, you'll get another handy calculator.
The framework spreadsheet uses 1024 instead of 1000 for calculating if it is helpful to you: https://oddsmods.xyz/FO4LOFrameworkTemplate
wait no thats MB not GB
so this one is my 1.95 GB converted to MiB
ok i converted the pistol mod and my total GB together and got this @grizzled torrent unless im doing something wrong it should still install
You might have extra files in the reserve (such as data that wasn't deleted properly or ini files or some such)? Just to confirm you haven't gone over the 150 mod count have you?
Before downloading, you were working with a clear reserve space, right?
Windows lurrvvesss holding onto deleted crap, so make sure you've cleared your cache after deleting things.
@rugged kettle Also, out of curiosity, are you using any of the following Creation Club DLCs? Tunnel Snakes Rule, Neon Flats, Neon Sky, Charleston Townhouse, or Silver Shroud Manor?
Those are all ESMs and not ESLs so I'm not exactly sure how the reserve space is allocated for them.
how do i clear my reserve and i think its impossable to go over the 150 mod limit last i checked im at 30ish mods unless that was skyrim
no CC DLCs
only DLC i have is the content ones
If this link works right, it should take you right to the instructions on how to clear the reserve space: https://docs.google.com/document/d/1aknl_ze1hHUCiTBgz55dSzBBsfvG7iGXlRNIGWObyME/edit#bookmark=id.m5ecfl10752p
If not, I'll re-type it for you for here.
Keep in mind that you'll have to re-download everything since you're deleting everything.
Don't enter a save if you've been playing. It will break things to hell until you've got your load order re-done.
right theres alot of info in there can you point me to the right section
Drat. It didn't work? Downloading Basics > How Do I Delete or Disable a Mod > Xbox Reserve Space Clearance page 114
Google bookmarks sometimes work, other times are just derps. :/
right found the spot there was a 0.6 file then a save file and a 2gb file i deleted the 0.6 file
ok fine ill delete the 2gb one
You might want to make a note of how you have your load order first. You'll need to have the same order if you've already got a save going. Not sure how you've got your list set up so I can only give general info.
yeah the load order was kinda setup how the game wanted them XD
didnt mess with it and it works
now to scare my ISP
bwahaha
lucky for my i fav mods that are in play
Excellent idea.
oh here we go with the "cant be installed cuz another mod is needed" IMGETTING TO IT GAWD DAMN
Once you download the mod that's needed that will go away. xD Check the dependencies first and download those first and then everything else. Makes it easier and less with the manager hitting you over the head with a sign that says, "Don't."
... the pistol wont come
Can you link it again? Which is it?
Just to confirm, you haven't downloaded any other HK USP by Voronin87, right? Because they'll have the same mod name under the hood and dunk up everything.
nope the one im trying to get is by Lkilgore14
i have Lkilgore14's remigton 700 and SIG MCX as my weapons wanted the pistol
Lkilgore14 is the uploader. The models are by Voronin87. If someone ported the same weapon, they may have used the exact under-the-hood same name. I'm just confirming no other HK USPs.
yeah the one i linked is the one im trying to get
Ok. This should be the mod then. And there shouldn't be any dependencies: https://www.nexusmods.com/fallout4/mods/57389
yup
I'm downloading it. Give me a sec to look at it to see what the deal is. They've shrunken things by like a lot for Xbox so hopefully I can shed some light. The file is over 100mb for PC. so I'm assuming they've shrunken the resolutions to 1k and 512 and didn't use uncompressed .wavs for the sound like the PC weirdos think they have to have. :p
Downloading tells me nothing. You shouldn't have gotten a dependency error. The uploader must have accidentally added something.
its not a dependency error its a "not enough space" error
Then I mis-understood what you meant here. Apologies.
oh that wasnt the pistol that was me redownloading all the mods after clearing the reserve
Oops.
In that case, I think you've hit the limit on what Xbox wants in its reserve space. If you've cleared it and re-downloaded then I'm afraid that's it.
What was the figure you added up?
the total i have is 1.96 GB with 44.93MB free
Yeah. That's about right. The figure is much greater the higher the GBs. Try having a 4TB harddrive and can't fill it. Drives me bonkers.
yeah or seeing you have over 40mb free and cant download a 30mb gun
Anything you can cut?
is there a cheat terminal replacer that is smaller? cuz i COULD cut that if needed
lemme delete it rq and try the gun mod again
Cheat Terminal really isn't necessary. No cheat mods are. :p
nope gun mod didnt wanna go on after deleting CT
Did you return to the main menu and clear the cache to make sure the reserve space cleared?
went to the main menu to reload the mods i could go yeet the modlist again rq
I've always only had about 20-30 mb leftover but I don't try to fill it all the way.
i did hear about someone having a 144 mods in skyrim on xbox i still dunno how they did that XD
I might calculate things differently though.
Not possible. They must have counted the AE as mods.
Those are DLCs. They're localized and other stuffs going on under the hood. Can't be mods.
yeah they never got back to me on how they did it so im chalking their claims down as waffle
ok so after a full clean without CT the gun still wont come
might have to just cut my losses and run without a pistol this playtrough
Sadness. Sorry, friend. If there's something else you can cut that's less shiny, you might look into that.
yeah sadly the stuff that i wouldnt mind cutting is needed for something else...
Drat.
can the deliver pistol be de-silenced?
@real sphinx The login problem on xbox seems to be solved in F4 and Skyim so far. But in Skyrim i get kicked out now to login screen after a few seconds when i start browsing through the mods. And the menu lag is still there. Although i believe this is a game problem since this lag is also in the main menu and ingame. Xbox Series X Skyrim SE not AE
Ditto on Xbox. I can log in right away. But if I browse through the latest mod section, I get kicked ifI try to go past Serana Dialogue Addon. I updated that mod (SDA) with no problem tho so I think it might be the mod just past it.
Thanks for both of these reports.
Xbox issues are fixed or seem fixed so thanks to all involved.
Kick out always happens when i browse to this mod: https://bethesda.net/de/mods/skyrim/mod-detail/4273999. Looking at it at the website shows that there seems to be something wrong with the thumbnail.
i am releasing a mod on friday it is for a thin noble/noble mage character that was a request mod (i still own the mod) it has 3 versions one without a bag one with a bag at back and a handbag at side there are 5 colors for 15 total outfits
i was uploading a picture to the mod page (for the mod above) but the pictures have alot of pixels on the mod page
Could you send me the mod id? Even if it hasn't been published I can access it.
i just released it so you can access it easily https://bethesda.net/en/mods/skyrim/mod-detail/4274117
the xbox version is having the same issue
Thanks
Confirmed. I've removed that thumbnail and the problem has gone away.
That's great news. Thank you.
I've mentioned this @zinc delta but I'm having an issue with downloading a mod constantly getting "Operation could not be completed"
the website seems to be broken
Try logging out and back in. Earlier today I appeared logged in but my session had expired so I wasn't actually.
for the people who thought my fallout new vegas enb lens flare was bad
what ive been doing was going back to the xbox home page then restarting it works somtimes
The image upload system has been updated, and Bethesda.net believes this will resolve the low res image issues.
Yeah I've notice that too
i retried uploading them the new pictures are there but so are the old pixel pictures (i tried replacing and deleting)
@short grove The link for the Life’s Wheel Xbox mod page by SkaerKrow in this month's featured mods doesn't work in English/French/Italian/Spanish/Polish/Russian/Turkish/Chinese/Korean. I remember telling @real sphinx on October 21, 2021 that Grim Apothecary by SkaerKrow had a similar problem. Is there any specific cause for this?
Thanks for pointing that out, I'll let the team know.
the pixel issue is still there on the pc version new pictures arent pixeleted but i cant get rid of the old pictures for the xbox version alot of the pictures are black (it isnt the default screen holder) and the save button isnt working (although i can edit the description but it doesnt confirm the page was saved or save changes to pictures)
By the way, the link to Grim Apothecary in the October 2021 Featured Mods is still broken. It was October 2nd, not October 21st, it was just a typo. Thank you in advance.
Cyan49 2021/10/02
Hey, the link to the mod page in October's Featured Mods isn't working. Grim Apothecary by SkaerKrow (Content ID 4184671) I just wanted to let you know
Cartogriffi 2021/10/03
Thanks, I'll reach out to the article team!
Cyan49 2021/10/03
I forgot to say that what I noticed was a problem with the article on the English page.
Umm, and Korea and China and... Anyway, thank you for checking
Anyone know when the serana dialogue- add on will be able to install again as it currently bugged
All the bugs on Nexus say they need more information, so if you have more information, give it to the author so they can improve things. Otherwise, you'll have to wait until they have enough information, find out what the issue is, test and confirm there is an issue, fix the issue (if it isn't a mod conflict), and then upload for people.
I recently got Tamriel Online and it isnt working can someone help me
I got the fallout 4 Holotape of quest fixing and it doesn’t fix the form ranks quest I’ve been stuck on it because Preston wont recognize that I’ve gotten all the settlements in the game.
Thanks! Offering good suggestions to newer players is one of our goals with Featured Mods. There's certainly more difficult and niche content that gets featured as well, but it can be daunting to find mods when you're starting out, and this has proven an excellent way to help those folks along. 🙂
