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  1. Hello everyone, I'm not a developer myself, but I've been digging into STALKER 2 modding and wanted to ask something that might help all of us avoid future compatibility headaches. Is there a way for STALKER 2 (Unreal Engine 5) to append or inject changes into existing game files rather than affecting (replacing) the entire source/game file? This affects many other game parameters inside it, making other mods that change different values in the same file conflicting and useless, which forces players to "choose only one". To say it graphically: + [] = I've seen this approach used in other games with patching frameworks or modular config systems, and it significantly helps avoid mod conflicts. By targeting specific features, it enables conflict-free modding, which is currently a total nightmare, and this modding chaos made me stop playing my favourite and long-awaited game entirely. Most mods override (conflict with) many other mods for completely different game aspects. The only choice is to select which one to use in load order, not to mention the nuisance of constant mod changes and updates, sometimes altogether from scratch, aka "new game required", on top of regular game updates. Here is a simple example of an .xml mod header line and modified targeted parameters without overriding the whole file. This is just a concept reference, I am fully aware that's a whole different story with UE or any other engine/code: <blueprint_name internalID="file_name" append="true"> <ChangedValues internalID="WeaponName" image="xxx.dds" parametar1="aaa" parametar2="bbb" parametar3="ccc" whatever="xxx" /> Here's what I'm thinking: Is it possible to override or edit just a portion of a .uasset or a data table, like a single variable, property, or blueprint, without (re)packaging the entire original/game file? Does UE5 support any kind of modular loading system, like soft references, Data Layers, or mergeable Data Tables? Or would we need some kind of external mod loader or runtime patching tool to make this kind of workflow possible? Right now, the biggest issue I foresee is the classic modding conflict where multiple mods edit the same file, like a gameplay logic blueprint or global settings asset, and end up overwriting each other even if they're touching totally unrelated features. It's genuinely discouraging to read "...any mod that uses xyz.cfg file from my mod will not work." (although I changed two values of hundreds in the same file). If anyone knows whether UE5 has built-in support for more modular modding or if there's a workaround being discussed for STALKER 2 (e.g., with FModel, UnrealPak tools, or future community frameworks), I'd really appreciate the insight. To summarise: Changing one item wrecks all the others. To summarise more poetically: "For want of a nail the shoe was lost, For want of a shoe the horse was lost, For want of a horse the rider was lost, For want of a rider the battle was lost, For want of a battle the kingdom was lost, And all for the want of a horseshoe-nail." Thanks in advance, apologies for the wall of text, and kudos to everyone tinkering under the hood!
  2. I'm having an issue where the ground at the execution area is missing and there's a big pit, I'm using mods like Lux, Lux via, Lux Orbis, (and their patch hubs) LFFGM, Helgen Reborn, Alternative perspective, and a landscape seam fix mod for Alternative Perspective. That's all I can think of that could cause this, but I do have tons of other mods. If anyone knows without needing me to tell what mods I have, I'd be very greatful, but any form of help is appreciated.
  3. so I really really hate vortex its annoying and the conflicts mods feature is ridiculous you cannot play without messing with mods that apparently conflict which they don't vortex should follow in mod organizer 2 steps and focus the mod conflicts system. I am so glad someone made a tool to make modding skyrim easier and better.
  4. I'm a self-taught modder, and am (VERY) slowly working through a rebuild of FO4. I have managed to manually work around some firm mod conflicts to combine some great mods I wasn't able to before, some of this work is tedious stuff that takes days at a time.. This inquiry however, is so small it's almost embarrassing, but here's the rundown: I have power armor mods behaving oddly in the workshop. I fixed one of them (T65 PA) but the others, I can't figure out. Essentially AWKCR adds a line in the PA workbench for meshes. (ie: "X-01 Power Armor Helmet Mesh.") Now, vanilla and dlc PA's only give one option when this is clicked on - that specific PA's standard mesh, the only exception to this is the raider PA because it has two variants. But when working on custom PA's, about 50% of the time, this category gives me that standard PA mesh, my other custom PA meshes, and the vanilla raider mesh. When i click one of them, I cannot revert back to the previous mesh and it gets stuck on the raider mesh. it's not game-breaking, worst case i just won't try to fiddle with the meshes. but as i move on to the next big step in the rebuild, i figure i'd put this one out there in the hopes that someone has an answer for me. i thought it was because AWKCR didn't have keywords for the custom meshes, but i downloaded patches for each one & it fixed nothing. I went into fo4 edit and normalized some of the mesh data - this fixed the issue on some but not all. so basically, i am at a loss even though i also feel like the answer is probably out there somewhere. on the off chance this is a simple fix, i'd suuuper appreciate someone either explaining it briefly, or pointing me in the right direction. if for some reason it's a complicated fix, i'll have a go at that too. thanks for your time! :happy:
  5. Anniversary Edition changes are naturally going to cause a lot of conflicts with the existing Mod library. One of my favorites was UniSL's Hearthfire Cellars that no longer works because of AEs extension of the basement vampire nook. Is there any plan for reviewing and resolving conflicts or is it every modder/user for themselves?
  6. So I've been vetting & sanity checking some landscape/town mods on a modded Oblivion I've been putting together to stream, & I've found a few issues with the Unique Landscapes mods that I figured I'd document for posterity's sake. Maybe y'all will find it useful when setting up your own modded clients, or maybe some mod authers will take a crack at fixing em. First is Suliin Village & UL Bravil Barrowfields. It's unusable without a fix, but actually fixing it seems to be pretty simple & straight forward. List of issues with Suliin Village + Bravil Barrowfields: Heightmap missmatch on cell boundaries. Needs to be fixed & textures matched. (See picture.)Some minor terrain problems around the village. Needs to be fixed.Texture missmatch on cell boundaries. Textures need to be matched.The path leading from the bridge to Suliin Village is completely gone. Terrain needs to be fixed & trail remade. (See picture.)Some floating trees/rocks where path used to be. Need to be moved to the proper height, or removed.The bridge leading to Suliin Village is obstructed by rocks. The bridge can be removed since Bravil Barrowfields adds a stone bridge/ruin right next to it, making it redundant. (See picture.) Next is UL Arrius Creek & HESU Dive Rock. For the most part the two mods don't interact with eachother, but there's a spot by the Abandoned Village map location that is completely borked. I'm not even going to attempt to list all the problems. (See picture.) Fixing this would would take a mountain of work. It would probably be easier to just completely remove this section of the HESU Dive Rock mod, so you can still have the other locations. The last one I found is a flat out incompatibility between Cliffs of Anvil & Hesu Seaside Settlements. This one is just borked beyond repair. (See picture.) There's no fixing it this one, you'd need to completely remake Cliffs of Anvil from scratch based on the hightmap/objects of Seaside Settlements. The last thing worth mentioning is a weird load order interaction with Open Cities Reborn, Unique Landscapes - Blackwood Forest, & Settlements of Cyrodiil - Legion Outposts. This one isn't a conflict per se; however there's some shenanigans that drove me absolutely insane trying to troubleshoot, so I thought I'd mention it. If you use Open Cities Reborn, SoC - Legion Outposts, & UL Blackwood Forest then you need to use this exact load order. (Note: neither BOSS or LOOT will sort them correctly.) The load order should be: LegionOutposts.esp (This MUST be loaded before "Open Cities Reborn.esp", or the heightmap will be wrong. See picture.) Open Cities Reborn.esp (Obvious why this is here.) LegionOutposts-OCR Patch.esp (This MUST be loaded before "xulBlackwoodForest.esp" or rocks/trees will float in the air.See picture.) xulBlackwoodForest.esp (Wyre Bash complains if this is loaded after "Open Cities Reborn.esp", but it can't be loaded before "LegionOutposts-OCR Patch.esp". See above.) ULS LegionOutposts-BlackwoodForest patch.esp (This MUST be loaded before "OCR+ULBWForest Patch.esp" or the heightmap will be wrong. See picture. ) OCR+ULBWForest Patch.esp (or "ULS OpenCitiesReborn-UniqueLandscapes merged patch.esp")The merged Unique Landscapes load order is similar. LegionOutposts.esp (This MUST be loaded before "Open Cities Reborn.esp" or the heightmap will be wrong. See picture.) Open Cities Reborn.esp (Obious why this is here.) LegionOutpost-OCR Patch.esp (This MUST be loaded before "UniqueLandscapes.esp" or rocks/trees will float in the air. See picture.) UniqueLandscapes.esp (Wyre Bash complains if this is loaded after "Open Cities Reborn.esp", but it can't be loaded before "LegionOutposts-OCR Patch.esp". See above.) ULM LegionOutposts-BlackwoodForest patch.esp (This MUST be loaded before "ULM OpenCitiesReborn-UniqueLandscapes patch.esp" or the heightmap will be wrong. See picture.) ULM OpenCitiesReborn-UniqueLandscapes patch.esp A merged patch for "LegionOutposts-OCR Patch.esp", "ULS LegionOutposts-BlackwoodForest patch.esp", & "OCR+ULBWForest Patch.esp" would do a world of good here. It's worth mentioning that "HESU PoisonSwamp.esp" & "ULS PoisonSwamp-Blackwood Forest patch.esp" (or "ULM PoisonSwamp-Blackwood Forest patch.esp") are completely compatible with the above mods & don't care about load order as long as the patch is after "HESU PoisonSwamp.esp" & "xulBlackwoodForest.esp" (or "UniqueLandscapes.esp"). It doesn't matter if it's before "ULS LegionOutposts-BlackwoodForest patch.esp", after "OCR+ULBWForest Patch.esp", or inbetween the two. Similarly "HESU PoisonSwamp.esp" doesn't care about it's location as long as it's before "PoisonSwamp-Blackwood Forest patch.esp" I've done my best to vet all the following mods, but I can't 100% guarentee I didn't miss any conflicts. Below is a list of all the landscape changing mods I've installed/vetted so far. Settlements of Cyrodiil Meshes Settlements of Cyrodiil Textures 1.7Settlements of Cyrodiil Textures 2.7Unique Landscapes CompilationBetter Cities RebornMilewoodSettlements of Cyrodiil - Wickmere FarmSettlements of Cyrodiil - Clearwater FarmsSettlements of Cyrodiil - Legion OutpostsSettlements of Cyrodiil - Oranstad TownshipSettlements of Cyrodiil - White Rose FarmSettlements of Cyrodiil - Regional Farms & InnsSettlements of Cyrodiil - Silverfish FallsBravil WaterfrontFaregyl VillageFeldscarFrostcrag VillageGottshaw VillageHighwoodHoarfrost CastleIC East BridgeLilyvale TownMages CrossMolapiPelinalAbbeyReedstandRunestone Village IISuliin VillageSutch VillageUrasek VillageVergayunHesu Mod CollectionI've used the following compatability patches: Clearwater-Luch Woodlands PatchLegion Outposts PatchesSilverfish Falls PatchesLilyvale PatchesHighwood-Mages Cross PatchHoarfrost Castle-Runestone Village 2 PatchUL Compatability Patches CompilationHesu Mods PatchesThere's still a handful of other mods I'm going to be installing so I'll probably update this once I've finished installing any additional landscape changing mods. If y'all are aware of any I've missed let me know, and I'll update the post.
  7. I have 181 mods. Almost all work perfectly. One mod I've used for some time is "Xenius Character Expansion" which adds scars and the like in the looksmenu. However, a mod I recently downloaded called "RoboAsimov's Lore-friendly Tattoo-a-palooza" which obviously adds tattoos, overwrites the other mod. My question: Can I use FO4 Edit to make a merged patch to make these mods play together or does that just work for leveled lists. I know nothing about mods that I didn't google 5mins ago, so advice would be nice before I wreck my 120hr playthrough so my dude can have the Vitruvian man tattooed on his neck like a true Paladin of the Railroad! I question my life choices
  8. I need serious help with Skyrim, it crashes every time after I go outside where it is heavy graphical like whiterun tower... I am trying to resolve conflicts but something more is wrong. Here is my Plugins, mods, data and skyrim folder, thank you http://imgur.com/a/hADTi
  9. Do I need to make a compatability patch between AWKCR and Armorsmith in FO4Edit? When I apply the conflict filter, there a lot of red records but In one of the tutorials, it was mentioned that some mods are supposed to be that way and you shouldnt mess with them. On a side note, My Dlc's are also conflicting each other, AWKCR and Armorsmith.I wondered if that was relevant. I was hoping to create a stable base in which to add Valdacils Item Sorting,DEF_UI,Gold Colored Kit and Iconlibs2. I did install those mods(The installation order I used was from Steam "Fallout 4 Mod List" by Lochstock)and for the most part I had the correct colored icons, but there were a few problems and I was wondering if conflicts In AWKCR or AE could be causing issues down the line.Also I ran Loot then corrected my load order manually as instructed in the various mod authors sticky posts, due to forums cautioning people about completely trusting LOOT to get your load order correct. I made an FO4 compatability patch but there is only a header, an armor file with two sub records.Do I need a specific compatability patch between AWKCR and AE? I dont know where to go from here.Any help would be appreciated.Thank You.
  10. Hello all. I have a question about conflict resolution in TES5Edit that I can't seem to find an answer for across the Internets, despite my best Google-Fu. My question is this - what makes a critical conflict (red text, fuchsia background) critical as far as TES5Edit is concerned? For example, I load up TES5Edit on my full load order and do an Apply Filter to show Conflict Losers. I see around 15 mods in the list (about 1/2 patches) that are marked as critical conflicts, but I don't really see why that would be. Should critical conflicts always be fixed? I found more than a few instances where the winner had values that seemed reasonable to keep in place. Just trying to understand the nuances of the tool so I can use it appropriately. I've read the TES5Edit manual a couple times over the last two days along with numerous searches to try to track it down, but I didn't find really any explanation on critical conflicts. Any thoughts would be appreciated. Thanks.
  11. I have an idea for a mod that should finally eliminate conflicts between mods that alter settlements and cause settlements to reset from time to time. The reason I want to make this is because I like to use several mods to cleanup all the junk around Sanctuary while also restoring some of the old houses, bridges, furniture, walls, etc. The problem is that every time I add a new one of these mods or change the load order, or even sort my mods' load order using LOOT, the cell resets for (well-documented) reasons. The hedges and trash I deleted suddenly reappear, furniture suddenly appears, houses and lots reset, and all manner of things. These mods don't play nicely. So I think I found a solution. And I need the community's help in learning a bit about modding before I can attempt to create this mod. So I am asking you guys, my friends, for any thorough, accurate, and current information that the community you can recommend for learning how to mod Fallout 4, specifically with a focus on creating F4SE scripts. So here's my idea -- I want to create something odd, sort of an auto-patcher for settlement cell mods. It will use a masterlist like LOOT, and auto-gen a patch like bash. The way it works is by scanning for modifications to settlement cells, and converting the changes to an F4SE script, such that they are applied in an order matching load order. Then, the original ESP's are disabled. Then, any duplicate commands generated are merged into a single line for efficiency and cleanliness' sake, and any conflicting or operationally opposite commands are removed, giving priority to the command lowest in the load order. Finally, the program automatically generates FOMOD files for installing and uninstalling easily in mod installers and registers them with whichever mod installer you use. It does this by initially scanning for mod managers upon setup and then by matching directories to individual installation sources with a simple table. This is so that you may have multiple instances of Mod Manager or Mod Organizer or even Fallout 4 installed and the program will not accidentally place your generated FOMOD installer into the wrong folder for the wrong mod manager instance. How to go about all this, I'm really not sure. I don't know the inner workings of Mod Manager or Mod Organizer, and I honestly don't even know of any of the other mod managers out there, or how they work. I have no experience with F4SE of SKSE, so that aspect is new to me, and I have never modded Fallout 4 before. So I would appreciate all of the help that the community can give me on embarking on this journey to create this mod, so that fellow Fallout fans can hack their settlements to their liking without white knuckles and hair loss. That is all, folks. Post script below. ---------------------------------------------- Side Note: Now, before you say, "learning to mod is a complicated process that takes years of practice and..." that whole speech, just keep in mind that I've modded Skyrim, and I also have a lot of experience in both programming and game experience. Like... 16 years, seven programming languages, and several engine's worth. So don't worry about me, I can handle the challenge. :cool: But I appreciate the concern :happy: I only say this because I have gotten that answer previously on other modding forums for both Skyrim and other video games. So, yes, I've modded other games as well, and I'll be fine, I promise.
  12. As the title says on script merger on the left hand side it shows I have bundled text conflicts but after i select everything the "Create selected merge" button is greyed out. Anyway to fix this? I've also added a screenshot for better understanding. P.S I am new to script merger
  13. This may have been brought up before but are way to many posts to search through. I am trying to create a "my stuff" esp so i can consolidate some of the build items into a single esp. I have figured out how to use fo4edit to make a personal copy of a 10mm edited for few stats and it got me thinking. I build settlements for fun and use alot of mods like SOE and HM and BS etc, was wondering about pulling items from those kind of mods and making my own personal mod for the pieces i want from them. For example....alternate settlements has 711 items, the foundation piece under floors has like 12 diff color combos, i only want 2-3 of them. if i just dl orig for assets, enable then disable orig (after copying ones i want), enable mine will it use all the orig stats/mesh/scripts/etc.? If it uses a custom script injection like HM or BS will it appear in same menu or a vanilla menu? I am not trying to steal or anything like that. I fully support and love all the wonderful peeps making these mods. I simply want to cut down some of the clutter in my menus. Combine all the mods i use and im prob over 3-4000 new items in menus, and only use maybe 3-500 of them. This is a personal mod and would never ever be uploaded or shared with anybody. My eventual goal is to learn to use inject script to make a "My Stuff" menu option with all the bits and pieces i want from others mods so that i only have say 1000 items instead of 4000. I think many would like to learn to do this as well and would be useful to the community. Any help or pointers in right direction would be much appreciated. -ReaperTai
  14. Hey there, I've just recently started modifying Skyrim. I've made a list of modds I'd like to use, installed them, used LOOT to get a good order and wanted to play the game today for the first time since my mods. However, when I started up a new game (I don't use any mods that have an alternate start), I got placed outside of the initial carriage and couldn't move or do anything. Next to me were all the NPC's from the intro and infront of me a horse and carriage glitching out. Out of pure logic, I would think that this is the result of either one of my mods which is conflicting with my game. I would like some help from someone to figure out where the problem lies and how it can be fixed. List of mods (according to load order) Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espClimatesOfTamriel.esmTravelersOfSkyrim.esmHighResTexturepack01.esp"02.esp"o3.espSkyUI.espFastLoot.espMainMenu.espTKDodge.espVioLens.espdB - Enhanced Blood Main.esp (including overwritten files according to the description of this mod and the first update file)dB-Lager Splatter Size.espCoT-WeatherPatch.espClimatesOfTamriel-Nights-Level-1.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espPurewaters.espAchieveThat.esp3DNPC.espBook Covers Skyrim.espPWwaterfall.espSkyrim Immersive Creatures.espHelgen Reborn.espSkyrim Immersive Creatures - DLC2.espSMIM-Merged -All.espClimatesOfTamriel-Interiors-Warm.espImmersive Patrols II.espApocalypse - The Spell Package.espdD-DG-DB-Immersive Creatures EBT Patch.espTravelersOfSkyrim - Vanilla.espCoT-WeatherPatch_DB.espCoT-WeatherPatch_Snow-40.espASIS Dependancy.esp I know this is a long list and potentially a big job (I have no idea, for all I know it could be fixed with the click of a single button). All help is appreciated, either through pointing out any potentially conflicting mods, any mistakes in my load-order or a mistake in my installation. Again, I don't know much about modding or any of the files it deals with, so if there's any other information that I could give that could help with finding the problem, please let me know and I will do my very best to deliver it ASAP. Thanks in advance, - Penita13
  15. Hello Guys this is the first time I`m not getting my Mods to work on Fallout New Vegas. The Thing is I already had them installed once and it worked, but now something is missing or broken and I can´t figure out what exactly. I used FNVEdit, Wyrebash and Loot. Yes I got all DLC ofc. Heres my Mod Load Order: Active Mod Files: :3
  16. I'm quite new to F4 modding, but I figured out F04edit well enough to be able to make some simple things. What I don't know how to do though is make changes to a single item (in this case turrets) and have it play nice with mods that change different values for that item Example, I tested my mod with the one's that remove the random mk's of turrets and it won't work with any of them, but none of them change the same values. So how would I go about changing my mod so it will play nice?
  17. Hi everyone. i would like to download "roman imperial armor and weapon replacer" mod by jedo dre and "yet another guards armor replacer with stormcloaks add-on"mod. My question and concern is, will there be conflicts? because vaultman30's mod already covered solitudes guards, however jedo dre's mod didnt mention any replacer for solitudes guards only npc with imperials armor. im worried if theres conflicts in solitude's guard armor or anything conflicts between this two mods install together. if anyone have had try this please help. owh and i heard jedo dre's mod have some bugs but its nothing serious can someone explain? thanks guys
  18. I'm generally used to creating mods in the Creation Kit, then editing/cleaning them in FO4Edit (due to the nice xEdit comparison, various scripts available, etc.). However, this is the first time I have ever created a mod which added an object to a cell and I did it as follows: Created a new wall safe object in the Object Window Located the proper general location in the Hubris Comics interior cell in the Render Window Dragged and dropped the new wall safe object from the Object Window onto a wall in the Render Window (it immediately positioned exactly where I wanted it - lucky me) Edited the properties of the new wall safe object in both the Object Window AND the Render Window (certain properties only seem to be available when editing the object in one window vs. the other - I'm guessing this is intentional)Anyway, tested everything in game and it all worked flawlessly. However, being the OCD person I am, I had to of course run this through FO4Edit to see what issues might be lurking... This is where I was a little blown away. Even though I only edited the properties of the object I dragged into the cell, apparently the process of moving around in the Render Window and selecting a couple of objects to make it easier to pan around, added "all kinds of crap" to my plugin. I immediately applied the cleaning filter, deleted ITM records, and then cleaned up objects placed into the world that I didn't place into the world (how the heck does that even happen just from moving around in the Render window??). At this point, I am only left with what appear to be some Reference Conflicts in the HubrisComics01 cell block. Strangely though, it almost looks like they aren't really conflicts, but a bad comparison, kind of like when you run two text files through an old Compare program and it looks like things were changed, but they really weren't. The text is just moved around or something in the comparison is highlighted wrong, but in fact the two text files are identical. Seems to be "similar" in my screenshot below: http://imgur.com/2spuhgn You'll notice that the object Ref IDs, names, placements, attributes, etc. are all the same - they are just in different positions in the two lists. Look at MS04SilverShroudHoldingContainer as an example - at the top of the list under the master ESM column, but at the bottom of the list in my mod's ESP column. I opened them both up and there are no changes I could find. The ONLY thing that seems to be different is the XPRI Reference #. Whereas MS04SilverShroud... had an original XPRI Reference # of 84, it now has one of 166. Otherwise, no differences. So, I guess my question is, do I even care? Is this a case where FO4Edit just isn't quite where it needs to be yet? I'm on the latest version, downloaded this past Wed if I remember correctly, which did fix some other improperly marked issues that is no longer the case with the update. Is this just the same thing and I can safely ignore these particular conflicts (whether real or imagined by FO4Edit)? If I do care, how in the world do I fix it? Spent an hour looking at various scripts and options. Then spent another hour manually deleting the references in my ESP (which I won't be doing again as it had no negative or positive effect in game). And, to get to the root of the problem, how did I cause all this crap to begin with simply by moving around in the Render Window and dragging and dropping one object? Holy cow that's annoying... Thanks for any thoughts/help!
  19. Hi guys, I recently reinstalled skyrim and my older favorites mods, and some other news in this time. And the result was this: Load Order Yes, there's no heavy texture packs, enb's, etc (pc limitations, you know), but I'm fine with that. So, let's go to the main goal of this thread! After cleaning some of them and fixing errors in others. Tes5Edit doesn't show me errors in this build, BUT, when I check for conflicts: Oh snap!, this confuse me!, I mean, there's no errors in the mods, and no incompatibilities (i think!!), but there is a lot of conflicts (mostly are overwriting stats, weights, prices, etc, not necessary critical conflicts or must have fixes; but no all of them are so simple. I'm not an advanced moder, so, i dont know how resolve all the types of conflicts here present). My question is: it's really necesary have a mod list totally white, green, olive in the filter "conflicts" in tes5edit??? (for an estable gameplay). I tested this build yesterday for 3hs approx, starting in Helgen, pass for Riverwood, some fights and a sweet walking in Whiterun, and no crash presented (yay!). But all that conflicts scares me, I don't want to play 60hs and suddenly, BOOM! CTD! halp plz (? Cheers! And thanks for read!Any help will be more than gratefully received! PD: oh and, sorry for my english, it's not my first language and google is just...well, google, i don't trust him! Edit some "orco-graphy" errors.
  20. Hi, I'm new here and I don't usually post in forums so I'm sorry if this isn't the right place to post this or someone had already posted this kind of problem/request and the issue was solved. I've read the pinned post (how to ask for help) before and did a lot of things to correct my problem but nothing worked. :confused: So, here it is: I downloaded a lot of mods from Steam Workshop (showing 684 on SW and around 550 on NMM & LOOT). When I downloaded them I checked to see if they'll conflict with other mods or not (no problems there) but I did not think about the load order. I thought any mod manager will fix the load order when I'm done collecting mods for my game. :blush: My game was looking awesome when I had.. maybe 250 mods, I really can't remember this, so I can't tell you when the problems started to show up. Then when I was done subscribing to all the mods I wanted, I started the game and it wasn't the same as it was before. I'm in whiterun and there was a lot of objects in there but now all of them are missing. It had a lot of trees, insects, bee hive and really awesome textures... or graphics, I don't know, because I have some mods that adds better textures and some mods that tweaks some graphics settings (brightness, contrast, hue, saturation etc.) to make the game look good. Anyway, every city in Skyrim had a lot of new objects and everything looked almost like real life. And now all of them are gone... :sad: I know only two things about load order: .esm should be on top of .esp and main mod should be above and add-on or fixes. :wacko: I tried using BOSS, LOOT and NMM to correct the load order but nothing made the game perfect. I can't see any errors/missing content on any mod managers but the game is just not perfect, it looks worse than vanilla Skyrim. And most/all of my previous content are not showing up (new quests, a lot of new objects/locations and of course, the glorious look). I tried some tools to detect conflicts but nothing worked. :wallbash: I want someone to give me a perfect load order, I know it'll be a lot of hard work because there are a ton of mods listed bellow. Please take your time. I just wanted to make my game look like almost all the other gamer's... :sick: Here's what I want my game to be like, if you can, please change the load order to match these. #1 means that comes first no matter whatever mod conflicts with it, if anything is causing problems with that, remove it. Did you get the pattern? For example: if #10 is causing problems with #3, remove all of the mods that are related to the description of #10. :wacko: 1. Bring back all of the objects (not houses or NPCs), some mods there adds a lot of new things in all parts of Skyrim. I want that mod that adds moving flowers (very real looking) and the one that adds some beehives throughout Skyrim and lastly, there's mod there that adds more animals (not new but it'd be great if you can add that too. Everything is listed somewhere in there). 2. Make the overall game look awesome again, including the weather (better snow, rain, sun, two moons(?) and lightning/storm effects). ughh... my game was really great, better looking than any current-gen games I have. 3. Make the NPCs look good again (face, body, cloths). 4. Bring back as many new dungeons/quests as you can. Houses are not important. 5. Want that new play-style. Some (or 1) mod there changes the AI behavior and makes the fights harder for all the enemies and dragons too, it can take a few minutes to kill a dragon. 6. Add new enemies in the game. Some mods add enemies and some replaces existing textures, if you can, add the texture mod first and then new enemies, if that causes conflicts, remove the new enemies mod (includes new dragons too). 7. Bring back all the new weapons, armors and new powers (spells, shout cool-down mods, perk points and leveling mechanism etc.). 8. Add as many new followers and NPCs as possible. 9. Add new texture mods for foods, ingredients and potions (there are several mods listed for each category). 10. Add all the houses if possible only if that doesn't cause conflict with any other mods. After all that, try to add everything that doesn't cause any conflicts with them. Houses aren't important so if anything causes conflict with any new house mods, remove that house mod first. :psyduck: That'd be all, I can't say enough thanks to the person that actually does all this work for a stranger. :yes: Here's my current load order, you can also find a copy of it here: http://pastebin.com/PnbhxN1f. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp Falskaar.esm Wyrmstooth.esp ApachiiHair.esm Extra Encounters Reborn - Basic.esm TKChildren.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial High Resolution Patch.esp TouringCarriages.esp betterfemalesbybella.esp betterfemalesbybellamakeup4.esp earth.esp projectpew.esp fortheljarchen.esp fortwinstad.esp datgrass .esp cleaner_castlevolkihar3.esp mintylightningmod.esp mintylightningmod_cot_patch.esp enhanced soundtrack 02.esp enhanced soundtrack 01.esp ts_malukah.esp 3DNPC.esp orc stronghold grommash v1.00.esp trueskyrim.esp realistic lighting.esp Helsmyrr.esp Bandit Docks.esp alternativelightingv2.esp 1k_dds_bloodenhanced.esp 1k_dds_landscape.esp 1k_dds_landscapewstm.esp 1k_dds_nif_naturalskin.esp 1k_dds_nif_naturalskindark.esp 1k_dds_nif_vurts-flora-overhaul.esp 1k_dds_shrubs.esp dbtenetsrestored13-1024.esp hectrol caves deluxe highres retex 2k version.esp high res hawk replacement - red.esp better embers.esp hobbithouse.esp birdshf.esp dangerousgame.esp guard dialogue overhaul.esp divinepunishmentforarrowstotheknee.esp earlier health warnings.esp hdplants+herbs.esp hqsnow.esp lockpickpro.esp milkywaygalaxy.esp moregrass.esp poshmudcrabs.esp psychosteve_bust of the gray fox.esp psychosteve_stone of barenziah.esp real glaciers v2.esp real mountains.esp realisticskinningdawnguard.esp realisticskinningdragonborn.esp whistle.esp AdventurersAndTravelers.esp apex werewolf.esp cyandaedricarmor.esp daedricassassinarmorlight.esp elderrobes.esp lilithsarmor.esp lilithscarver1_0.esp lilithsdoombringer.esp lilithseviscerator.esp lilithsharbinger.esp lilithsobliterator1_0.esp lilithssickle_2_0.esp lilithsthorn.esp purpledaedricarmor.esp thanatos dragonx.esp ts_rogueoutfits.esp erso 30 - better enemy ai.esp beyond_skyrim.esp lanterns of skyrim - all in one.esp betterinns.esp nightingalehall.esp s7osuitesofskyrim.esp sos - the wilds.esp betterdarkbrotherhood.esp ebonvale.esp falkreath+.esp sos - civilization.esp test house.esp bettercitiesjarlshouses.esp Broken_Blade.esp efpwizardry.esp Dragon Born Castle.esp Castle Riverwood.esp helgenrebuilt.esp sos - the dungeons.esp bosmerarmormaty743part1.esp bosmerarmormaty743part2.esp bosmerarmormaty743part3.esp bosmerarmormaty743part4.esp hearthfiremultikid.esp lightweight potions and poisons.esp moonandstar_mas.esp sjel blad castle.esp Training Dummies & Targets - Falskaar Edition.esp detailed cities.esp marriagemod - alpha v3.esp remove interior fog v2 - skyrim.esp waves.esp skyrim in color.esp morninghood manor.esp sutvaka2.esp WATER.esp archerydummyxp.esp bettermorthal.esp gleaming falls.esp townsandcitiesenhanced.esp theaviary.esp akavir_isle.esp betteranimals.esp zx eyes (alt vamp) v1.0.esp zx eyes v1.0 (bright eye ver.).esp riverwood flora.esp morevillageanimals.esp old arena.esp thefrontier.esp genebristreasurechests.esp s7oIrontreeMill.esp War With The Aldmeri Dominion - Invasion of Solstheim.esp solstheim castle.esp longbows.esp dragonmourninn.esp the asteria - dwemer airship.esp boner.esp Pedscampoffollowers.esp moarjewels.esp Run For Your Lives.esp quest_thebiggertheyare.esp schnorf'steleportbuttons.esp black hand embassy.esp skyex.esp breezehomelightfix.esp dovahkiin_mountain_retreat.esp wieldablelantern.esp tk_placeable_clutter.esp tos_oakwood.esp thedomain.esp betterravenrock.esp wolveofsolstheimwb.esp s7oDonkeyKing.esp markarth_plus.esp s7oLundAndLambda.esp more enemies.esp adalmatar.esp s7oasforarrow.esp arrowsmith-dawnguard.esp underwater_treasure.esp dragonnests.esp quest_nomercy.esp pureweather_brighter nights.esp realraincot.esp quest into the depth.esp gleaming falls reborn.esp trainers guild v10.0.esp pinewoods cottage.esp craftable soulgems.esp 03_solstheim_extendend.esp gkbforest.esp StaticMeshImprovementMod.esp multifollowerlite.esp elvenwood.esp nagas'cavern.esp new morthal.esp tos_amber_guard.esp immersive patrols ii.esp Extra Encounters Reborn - CSP.esp tos_laintardale_hf.esp new ravenrock.esp a shack by the springs.esp improved final battle.esp tos_oakwood_hf.esp thane weapons improved.esp quest_seaofghosts.esp cohm.esp miraak's loot enhanced - robes edition.esp 02_solstheim_extended.esp the dragonguard.esp adragoniustower.esp konahrik_accoutrements.esp bleedeffects.esp ImprovedFollowers.esp s7oBarleydarkFarm.esp better raven rock.esp tos_laintardale.esp staff of magnus improved.esp dragonsoulstoperks.esp jman_bb2.esp riverwoodhuntingcabin.esp longbowsdg.esp better_fast_travel.esp lanterns of skyrim - bridges x2 - onoff_bright.esp betterdawnstar.esp the cathedral.esp unremarkable cave.esp test quest.esp 1K_DDS_Whiterun.esp falskaar amber cottage.esp bettermarkarthexterieur.esp ridgeview house.esp betterquestobjectives.esp aetherial crown improved.esp drunken goat inn.esp tos_granitehall.esp s7otheshadynag.esp a_dragons_respect.esp TGenhanced.esp betterfire.esp custom family home.esp inigo.esp visageofmzund.esp cleo_farm.esp more critters.esp lanterns of skyrim - around cities_bright.esp tavevillages.esp whiteruninenhanced.esp the tool of the gray fox quest.esp collectiblexarxes.esp dungeonquestawareness.esp IC_MOD_M7001.esp housecat.esp hearthfiresenhanced.esp jkjsenhancedhotpools.esp quest_pitfighter.esp the myth of naraag.esp sofiafollower.esp fortressofbasalt.esp provincial courier service.esp s7oChickenFix.esp communitycollege.esp quest_sorcery.esp ForgottenCity.esp follower pack iii.esp enhancedlightingforrealisticlighting.esp amuletsofthedivines.esp montyximperialset.esp pathofthedivine.esp quest_andtherealmsofdaedra.esp bettercitiesnewfarm.esp whiterunexenhanced.esp riverwoodenhancedplugin.esp bettercitiesdocksolitude.esp bettercitiesmorebees.esp dbrdragonfix.esp newplaceddawnguard.esp taveriften.esp ThroatOfTheWorldDeathDive.esp realisticskinning.esp Detailed Towns.esp TownsandVillagesEnhancedProAlpha.esp skyvale001m701.esp betterwinterhold.esp khajiitcampsfalskaar.esp overlord.esp When Vampires Attack.esp wyrmstoothtravelcrashhotfix.esp arrows fly forever.esp chillrend improved.esp dynamic fires.esp faster vanilla horses.esp matsoimmersivesun.esp more dragons.esp nightingale_armor_tweak.esp dD - Enhanced Blood Main.esp ultimatedurnehviir.esp ultimateodahviing.esp unreadbooksglow.esp tavesolitude.esp tavewindhelm.esp surreal lighting.esp saturationboost.esp climatesoftamriel.esp vampiresightnoblur.esp conjuration pack i.esp Kamehameha.esp tacticalanalysisspell.esp toggleallymortalityspell.esp sheogorath_shout.esp stronger daedric artifacts.esp empower.esp HeartBreaker.esp azarhair.esp brows.esp flanseyesforskrim.esp slightly reduced npc greetings.esp blaze of eventide.esp followerwander2.esp essential blades.esp followerwander2serana.esp nocarlinventory.esp xce.esp dd - realistic ragdoll force - realistic.esp zx hands.esp purewaters.esp arvakskull-marker.esp barenziahquestmarkers.esp impatienceofasaint-markers.esp UsefulDogs.esp vampire lycanthropy potions.esp vampire lord potion.esp a quality world map - with roads.esp deathwing inspired alduin reloaded.esp DragonPriestNyeeaah.esp Forsworn helmet variety.esp fuuu.esp loadscreensarcasmDLC.esp loadscreentextsextrasass.esp NewLoadingScreens.esp realistic paper.esp realistic piercing arrows.esp Skeleton Attack Sounds.esp smfsneak attack.esp Training.esp Voldemort_Hehehe.esp brat_richer_merchants_sp0.esp caliente's beautiful bodies edition.esp divinejudgementonoverzealousguards.esp lightweight_ingots_and_ores.esp lovelyhairstylesce.esp moonandstar_immersionpatch.esp Sexy Flora and Fauna Mod.esp Sexy Lighting Mod.esp Sexy Npc Faces.esp Sexy Weapons Mod.esp simpledivorce.esp 0K_CWMapFlags.esp ArgonianMaidSkillBook.esp dancewithdragonsmainmenuancient.esp empty-knights-2.esp hectrol_dwarven_shield_deluxe_hr_retex_4k.esp improved wooden sword for hearthfire.esp less tedious theives guild.esp lilithsblacksunarmor.esp lilithsDevastator.esp lilithseyeofchaos.esp lilithsLacerator.esp montyxnightingaleset.esp mxgandalfset.esp mxfasterhorses.esp montyxstormcloakset.esp nettlebane improved.esp newblue.esp purifier.esp RealisticFunctionalBoats.esp rrhair.esp rrhairargonian.esp rrhairkhajiit.esp SOYE.esp wehrwolfmann's beautiful nude girls.esp true magic armor vfx.esp wilhelmscreammod.esp zxmap(impmap).esp reduced shout cooldowns.esp surprise.esp mysolstheimpeopleprotected!.esp SkyrimWeatherBeautification.esp Dawnguard Vampire FIx.esp serana1.esp set_werewolves_sp0.esp Extra Encounters Reborn - HSR.esp craftingplus.esp hordewlodgemapmarkerfalskaar.esp chromaticdragons.esp ogDiverseDragons.esp ImmersiveLoversComfort.esp alessia_revision.esp DragonPunishmentForCloudDistrict.esp ancient helms improved.esp hallsofdovahndor.esp bee.esp mages room.esp wamroombanneroverbed.esp regnpiercings.esp mzarkwonders.esp armored-horses.esp PedsSummonMerchant.esp lookout.esp newplacehermaeusshrine.esp into the deep.esp rabbithole.esp s7oTheHumblestHut.esp blade of woe improved.esp follower pack ii.esp gifts of the outsider.esp s7oSmackTheSmith.esp longbowsdb.esp longbows&crossbows.esp efpbandits.esp craftableclothes.esp daedriccrossbow.esp viceroyinquisitor.esp mu.esp detailed outskirts.esp okains.esp gersonia.esp tavefalkreath.esp fasterlevelling.esp ridingdirty.esp enchantthreeeffects.esp moresmeltables.esp megalodondragon.esp FSFAR.esp truedragonborn.esp moreargoniantints.esp WarriorPrincess.esp dragonpriestmaskquestmarkers.esp alphaminifixes - dragonborn standing stones.esp thebardsquest.esp realmofthewanglord.esp talosstbp.1.esp keeleewolf-runner.esp montyxthievesguildset.esp 1k_dds_riften.esp replace your criminal face.esp smakit_house_markers.esp blackmarketv2.esp follower pack i.esp nalliafollower.esp marchanditinerant.esp modruby.esp eowyn.esp paula_follower.esp souljemmerchant.esp modcaesar.esp modelenay.esp modorgok.esp modxveyl.esp arena_of_the_undead_by_fpsquadrasnipar.esp enhancedhighhrothgarbymat.esp s7oYzmirsBeard.esp bloodskal blade improved.esp white phial improved.esp CrimsonDragonArmors.esp PedsAutumnHome.esp shadowmarks.esp ktxcompleteskyforge.esp gauldur amulet improved.esp tbmchrysamere.esp oblivion gates in cities.esp mega mammoth.esp dragonborndockmarkers.esp moonandstar_undeath_compat.esp montyxbanditset.esp auryn.esp PedsPlayerHFManakins.esp PedsPlayerMaleManakins.esp glassarmorrc.esp gildergreen regrown.esp hg.esp realisticskoomamodv1.esp longbowsperks.esp ff_fantasyfollowers.esp s7oVanWatch.esp fieldlab.esp snenorastrongheart.esp naomi a gothic follower.esp follower map marker-beacon version.esp graesholt - arthurian easter eggs improved.esp s7oCacheSacks.esp werewolvesofskyrim.esp LeonorVigilantStendarr.esp shockssaltminesofskyrim.esp Dragon Born Castle Kids.esp JRCostaHFBards.esp Extra Encounters Reborn - Dawnguard.esp quest_pitfighter_dlc01.esp modisabela.esp modsusan.esp restoration_spell resurrect.esp tauriel.esp abadassbabe.esp private_nokillblur_test.esp duckmod.esp medusa armor.esp mxschadenfreude.esp 00bettyboop.esp mxdemonicarmoredhorse.esp mxaequitas.esp mxbluehorse.esp mxsvaoilfari.esp mxthunderdasharmored.esp s7oSit.esp mxdemonichorse.esp mxgullfaxi.esp mxharith.esp mxorangehorseoffire.esp mxrainbowdash.esp mxskinfaxi&hrimfaxi.esp pinkiepie.esp moredragonloot.esp mxruin.esp mxskeletalfrostmane.esp disintegratingaxe.esp cicerodistancefix.esp katia.esp mx4hotaa.esp wyrmstoothmapmarkerhotfix.esp Mega Mudcrab.esp montyxdg4hota.esp mx4hota.esp mxbloodfiendmane.esp mxsiphan.esp mxskeletalschadenfreude.esp mxskeletalsvaoilfari.esp lilithsdisemboweler.esp lilithsslayer.esp 0k_interface.esp 2k_dds_carnivores.esp 2k_dds_elementals.esp 420_torch it.esp archetypechest.esp giantess.esp modashlynrosesnowshimmer.esp modbaileysnowshimmer.esp modcalebryansnowshimmer.esp modivysnowshimmer.esp modbrogangracesnowshimmer.esp modsaigecamillesnowshimmer.esp TKChildren_V.esp Cute Babette.esp cyrodiilic_dwarvenarmors_by_dog.esp decapitationgore texture replacer.esp dogssilverarmor.esp dragonchewtoy.esp dragonpriestmasks_db.esp elegant hands improved.esp follower riddick werebear.esp nocommentstupiddog.esp PedsFxWeapons.esp psiijicsilverblue.esp realebonyarmory.esp TKChildren_HF.esp reeve.esp sangreal.esp scaled bracers fix.esp spells fly forever.esp tf2heavyeating.esp undesperatehousewifelydia.esp childskeletonfix.esp TKChildren+3DNPC.esp TKChildren_DB.espWhen you're done experimenting with these and got it as close as possible to the game I wanted to play, please copy-paste the new load order in the comments or upload it in any website of your choice and post the download link. :smile: If someone wants to offer any advise to do this on my own, please explain in as much as you can on how to do it. I already know how to change load order, I just don't know what mods to put above or under another mod to make them all work correctly. I've watched hours of tutorial on YouTube and read a lot of guides to do this, so I don't think any advise can penetrate my skull armor and go inside my brain so that I can do all this work on my own but do try. :facepalm: My internet connection is very slow and I have to pay a lot for the data pack. As you can imagine, I've spent a lot of money for the internet to download all of these mods, so please, anyone, help me to use as many of them as possible. I've spent more money in downloading the mods than I spent buying the whole TES collection. :ohdear: (Not important) Little story behind it all for anyone who is interested in reading it: I've been playing Skyrim for a quite some time. Before Skyrim I had only played one RPG game (Darksiders 2), the game was good but I never liked any RPG games. One day I was purchasing games online and saw The Elder Scrolls: Anthology and Talos guided me to clicked the 'add to cart' button. I did not use console commands or any mods because I thought it would be cheating. I even walked 7000 steps while over encumbered, then my game crashed and I had to start walking again from that bridge. I first broke the rules of playing without "cheating" to complete the last achievement "Legend", defeat a legendary dragon. Then I started experimenting with console commands. And after a few days, discovered the world of Mods. :woot: Now I'm here! Many thanks to anyone who has read this and is going to comment to guide me so that I can do it myself (75% chance is I can not). I don't know what to say or do to show appreciation to the person who actually accepts my request and does all this work for me. Sorry for any errors in the post, my English is not that good. :wub:
  21. Hello! Before I dive into the main topic, I want to say sorry If I don't understand some things, but I will try to learn it and use it correctly. Now in my previous threads I have mentioned this CTD problem on starting new game and loading a save file. Now the problem is the same, but I want to merge mods (patches) into the bashed patch using the merge patches function. Using the advice from the previous thread(s) it seems the problem was that merging some mods cause CTDs. But I have lot of mods, so If it possible to gain some more space (I won't install anymore mods) I appreciate it! I also noticed when confirming to start a new game the game takes a bit longer to CTD than before, but still can't get to the loading screen. Here is the list of things I tried: -Sorting load order, taking idea from the anwer(s) from the previous thread (Quest mods at bottoms, house mods at top etc.) -Rebuilding Bashed Patch lot of times. -Checking Bashed Patch in SSEEdit [Only masters loaded, not patches (They are already merged into the patch, but I assume this is normal they don't load)]. -Checking for patches (Didn't found anymore). -Checking LOOT for dirty mods (Some mods are marked dirty, but can't clean them). -Changing the game graphics (Doesn't work) -Enabling papyrus logs (Can't read them, they are jumbled). So some small questions: -Is my load order okay, or should I move some mods? -In SSEEdit which conflicts should I look out for? -Is there any more patches I need? -Any major mod conflicts I need to know about? -Any mods I should and/or shouldn't merge? -Is it normal If I check only the Bashed Patch, then only the merged patch masters appear? (Example: Only LegacyOfTheDragonBorn.esm loads, not the patches themselves) Load Order: Any help is appreciated!
  22. I've been getting rather frequent crashes with a fresh save (starting a new game,) so I'd like advice regarding my load order. I have a modern Windows 7 computer with the fix for making FO3 run better on Win 7. I don't have any "Purge Cell Buffers" mod, so tell me if I should. Please also tell me if I'm missing any compatibility patches, if BOSS is sorting some files wrong, or if a mod or two are known to cause instability and conflicts. So, here is my load order as taken from BOSS: Fallout3.esm ActiveAnchorage.esm ActiveThePitt.esm ActiveBrokenSteel.esm ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIPackages, Relev}}PointLookout.esm ActiveZeta.esm ActiveUnofficial Fallout 3 Patch.esm ActiveBash Tag suggestion(s): {{BASH: C.Music, Deflst, Delev, Relev, Factions, Invent, Names, Relations, Stats}}iHUD.esm ActiveCRAFT.esm ActiveCALIBR.esm Version 1.4 Active[DC RANGER ARSENAL v3 MASTER].esm Version 3 ActiveBash Tag suggestion(s): {{BASH: Deflst}}AWorldOfPainFO3.esm ActiveCubeExperimental (EN).esm Version 1.04 ActiveProject Genesis.esm Version 1.06 ActiveMothership Crew.esm Version 1.66 ActiveAlton, IL.esm Version 2.0 ActiveFOOK2 - Main.ESM Version 20140304 ActiveBash Tag suggestion(s): {{BASH: Invent, Stats, Relations, Factions}}Requires: CALIBR.esmFOOK2 - [DIK] DLC Improvement Kit.ESM Version 20140304 ActiveRequires: Anchorage.esmRequires: ThePitt.esmRequires: BrokenSteel.esmRequires: PointLookout.esmRequires: CALIBR.esmRequires: FOOK2 - Main.ESMMart's Mutant Mod.esm Version 2 ActiveBash Tag suggestion(s): {{BASH: Delev, Invent, Names, Relations, Scripts}}Companion Core.esm Version 1.42 ActiveRobCo Certified v2.esm Version 2.5 ActiveRequires: Companion Core.esmRHKBrisaAlmodovar.esm Version 1.30 ActiveEnhanced Weather - Rain and Snow.esm ActiveXepha's Dynamic Weather.esm ActiveBash Tag suggestion(s): {{BASH: C.Climate, Sound}}DCInteriors_ComboEdition.esm Version 2.9.1 ActiveIncompatible with: DCInteriors components.Abbreviated Effects.esm ActiveBash Tag suggestion(s): {{BASH: Names}}Note: Do not use with latest FWE, it is already integrated.Sydney Follower.esp Version 2.0 ActiveDarNifiedUIF3.esp Version 1.1b5 ActiveCASM.esp ActiveCRAFT - Activation Perk.esp ActiveRequires: CRAFT.ESMDK_BulletTime.esp Version 1.0.3 ActiveNote: DO not use with latest FWE, it is already integrated.Sprint Mod.esp ActiveNote: DO not use with latest FWE, it is already integrated.PointRadio.esp ActiveCONELRAD 640-1240.esp Version 1.2 ActiveExistence2.0.esp Version 1.3 ActiveUPP - Pack 1.esp ActiveUPP - Pack 2.esp ActiveDree Perks.esp Version 2.3.7 ActiveIntoTheDeepWoods.esp Version 1.061 ActiveBash Tag suggestion(s): {{BASH: Scripts}}The Mantis Imperative - Mantis.esp Version 1.08 ActiveBash Tag suggestion(s): {{BASH: Relev}}The Mantis Imperative - Jello.esp Version 1.08--ADVENTURE ActiveGlow Sticks.esp ActiveCryo Weapons - Vanilla.esp ActiveRequires: CRAFTUndergroundHideout.esp ActiveFOOK2 - Main.esp Version 20140304 ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Requires: CALIBR.ESM and FOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.esp Version 20140304 ActiveRequires: Anchorage.ESMRequires: ThePitt.ESMRequires: BrokenSteel.ESMRequires: PointLookout.esmRequires: CALIBR.ESMRequires: and FOOK2 - Main.ESMFOOK2 - Main [Hotfix].esp ActiveError: Please update to FOOK2 1.1 Open Beta 2FOOK2 - DIK [Hotfix].esp ActiveError: Please update to FOOK2 1.1 Open Beta 2[DC RANGER ARSENAL v3] - DLC GEAR.esp Version 3 ActiveBash Tag suggestion(s): {{BASH: Deflst}}Requires: Anchorage.esm3EFdrg.esp ActiveDogmeat Leather Armor - CRAFT.esp ActiveDragonskin Tactical Outfit.esp Version 3. ActiveDragonskinBonusPack.esp ActiveMZ-Weak-EbonTek.esp ActiveNAPA.esp ActiveCompanion Core DLC Addon.esp Version 1.1 ActiveRequires: Companion Core.esmRequires: Anchorage.ESMRequires: ThePitt.ESMRequires: BrokenSteel.ESMRequires: PointLookout.esmRequires: Zeta.esmRobCo Certified v2 Zeta Addon.esp Version 2 ActiveRequires: RobCo Certified v2.esmAfrosNukaCola.esp ActiveBash Tag suggestion(s): {{BASH: Graphics, Stats}}Mart's Mutant Mod.esp Version 2 ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Requires: Mart's Mutant Mod.esmMart's Mutant Mod - DLC Anchorage.esp ActiveBash Tag suggestion(s): {{BASH: Scripts}}Requires: Anchorage.ESMMart's Mutant Mod - DLC The Pitt.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}Requires: ThePitt.ESMMart's Mutant Mod - DLC Broken Steel.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}Requires: BrokenSteel.ESMMart's Mutant Mod - DLC Point Lookout.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}Requires: PointLookout.ESMMart's Mutant Mod - DLC Zeta.esp ActiveBash Tag suggestion(s): {{BASH: Scripts}}Requires: Zeta.ESMMart's Mutant Mod - Zones Respawn.esp ActiveMart's Mutant Mod - Natural Selection.esp ActiveBash Tag suggestion(s): {{BASH: Relations}}Mart's Mutant Mod - Master Menu Module.esp Activebittercup_comp.esp ActiveFollower Amata ULTIMATE.esp Version 2.0 ActiveLucyWestCompanion.esp ActiveFlashlight-Performance.esp ActivedD - Enhanced Blood Main.esp ActiveNote: Older version included in FOOK2Enhanced Weather - Rain and Snow in Fallout.esp ActiveEnhanced Weather - Radioactive Rain and Snow Plugin.esp ActiveEnhanced Weather - Weather Sounds in Interiors.esp ActiveEnhanced Weather - REBOOT.esp ActiveXepha's Dynamic Weather - Main + DLC Merged.esp ActiveBash Tag suggestion(s): {{BASH: C.Climate}}Xepha's Dynamic Weather - Rain.esp ActiveRequires: Enhanced Weather - Rain and Snow.esmXepha's Dynamic Weather - Dynamic Sneak Bonus.esp ActiveXepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp ActiveIncompatible with: Dynamic Weather - Sandstorms.espXepha's Dynamic Weather - Weather Machine (Quest Added).esp ActiveNote: Only use one Weather Machine.esp at a time.Sydney Follower - Load Order Fix.esp ActiveMerged Patch.esp ActiveBash Tag suggestion(s): {{BASH: NoMerge}}A Devil's Wish.esp ActivePoint Lookout Reborn by Jcro25.esm ActiveCustomBeginning.esp ActiveImperfection.esp ActiveImperfection - Broken Steel.esp ActiveX-1_Tales_of_Wonder!.esp ActiveAltonAddon.esp ActiveAdopt Bryan.esp ActiveRHKBrisaAlmodovar - DLC.esp Version 1.31 ActiveHZSmoothLight - FO3.esp Version 1.0 ActiveHelplessFalling.esp ActiveCustomBeginningCraft.esp ActiveMMM, FOOK2 - Natural Selection.esp Version 2 ActiveMMM, FOOK2.esp Version 2 ActiveMMM, FOOK2 - DIK.esp Version 2 ActiveFOSE Version: 0.1.2.2FOSE_EnhancedCamera.dllsr_Fallout_Stutter_Remover.dll
  23. Actually, I pretty much just fixed it. (´・ω・`)
  24. Hoping someone will be able to give me a little insight to this issue i've been having: So here it is, Dragonborn just isn't woking. It is but it isn't. I can't pinpoint where or when it happened but it seems the game isn't recognizing the DLC activating. I get the quest to go explore Solstheim after getting attacked by the cultists but nothing else in the DLC seems to activate. The map marker doesn't show up to allow fast travel from Skyrim to Solstheim but i can fast travel from Solstheim to Skyrim. Also the main quest line breaks uring the cutscene where you first see Mirrak. I can use console commands to get passed it but then i have to manually initiate the rest of the quest line. I also don't get the option to notice the shadowmark on Glover Mallory's house even though I am part of the guild. I've tried disabling all the mods and playing through it but makes no difference. I've picked apart all the mods to see if they affect anything that should stop he DLC from working but I can't find anything. So if anyone else has experienced this issue would you mind helping me out? Post what mods you used that caused the conflict or how you managed to fix the issue. Thanks
  25. Hello! I recently installed Skyrim again and tried to get into the modding scene this time. I've spent the last 2 days familiarizing myself with modding rules and basic principles and choosing about 30 mods that I want to use. Now I've reached a critical point (of no return?) where I would need help from some experts. I've played around with LOOT and mod descriptions to achieve an optimal load order for my mods. The next step would be to create a bashed batch via Wrye Bash, after which I should (theoretically) be able to play the game. I would like to receive some feedback on my load order. From what I have heard, after creating a bashed patch managing your load order becomes far more difficult, so I would have to finalize my load order at this point. If you can spot any fatal mistakes or non-optimal ordering, then I could really use some help! :smile: A list of my mods; exported with NMM: My load order (I haven't created a bashed patch via Wrye Bash yet); exported with NMM: LOOT log from the same load order: A couple points of interest and potential troublemakers: I have currently forced LOOT through "Load Before" to order the "UMSO" plugins to be as close to the mod description as possible. UMSO's mod description states: Perkus Maximum's (PerMa) mod description dictates the order of the mod's plugins somewhat vaguely. Because of that, it seems that corresponding plugins' ordering is all over the place as well. Perma's mod description (FAQ) states: Two of the installed mods: Perkus Maximus and Real Shelter have additional patchers (Perkus Maximus even has a different mod page for this) that you need to use to achieve the mod's functionality. I installed these patches immediately after downloading and installing the corresponding mods. However, I just watched the GamePoets Michael's video on Wrye Bash and Bashed Patches that stated (1:32) that these kind of patches should be installed AFTER the bashed patches have been made. It seems I am kind of borked in this area. I suppose I could just run the patch installers AGAIN and hope that the functionality will still be present. Just in case, I am also including the Real Shelter: Frostfall Tents recommended load order (as stated in the mod description): So yeah. I included as much information as possible. If any of you have any suggestions about my situation or any helpful tips, I would be really thankful. I guess I could also use some help on my next daunting task: successfully making a bashed patch. Thanks! :smile: Dan B
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