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  1. Hello, I'm having an issue where any mods I put in the Baldurs Gate 3 -> Data -> Generated folder are not showing up in-game. I have triple checked the file pathing and file names. Nothing I do is making these mods show up. I currently only have one mod "installed" in this folder, but I have tried using others one at a time (so that none conflict) and nothing is loading at all. I've checked several forums now and all of them just say someone fixed it, but they don't say how. I am going crazy not knowing how to solve this problem. Any help is appreciated.
  2. C;?git?smoothcam1_7/buck-out/gen/commonLibAERelease#header-mode-symlink-tree.only,headers/REL/Relocation.h(726): failed to locate an appropiate address library with the path : data/skse/plugins/versionlib1-5-97-0.bin Tthis mean you are missing the address library for this specific version of the game. please continue to the mod page for address library to download an appropiate version. if one is not available , then it is likely that adress library has not yet added support for this version of game
  3. Hey, so the data section just displays a blank screen with sometimes a faint outline of the last page that was on. Is there any way to fix it, use some other interface or bypass in any kind of way? That would be a lifesaver, thanks so much Cheers
  4. I'm trying to find a dump of the villager paths to know where I can place furniture without it being destroyed. I've had a few things destroyed by villagers walking by, including chests. Where can I find such information? I'm fine with lists of X,Y coordinates.
  5. I wish to contact with folks who already done major forking and translations into their national version of (translated) Morrowind. Especially interested what kind of programs/ approaches do they use - as ours is somehow sluggish. Like as I remember an old version of Morrowind Comes Alive was some 3 days for 3 guys and some 60-80 work hours - just forking with no true translation. Or my Vivec_Mages_Guild_Expanded.ESP forking some 3 hours. Especially interested how do they dealt with: - TR data - OAAB_Data - BCOM - Tamriel Rebuilt
  6. Hello, i'm searching what files i need to modify to Decrease "Sight Range" of infected/zombie ? Which mean the distance infected/zombie can see you. I'm using 28 days later mod (with infected only) and they saw me way too far away Any idea guys ? Thanks
  7. So I have Nexus mod manager, know how it works, used it previously, but after a couple of weeks I wanted to re-download Skyrim and try out mods again. But my mods don't appear in game, there are 87 active atm and are too long to list. But they appear in data folder and don't work in game, for example: Apachii Sky Hair, It just gives me a bald head True brows, they only give the first eyebrow but lot's of them and have no difference. And also when I relaunch NMM it turns off some of my mods for some reason. My SKSE Version is 1.7.3
  8. As the title says, I can't get the Creation Kit to load multiple master files. I've added the "bAllow" line to the Custom Creation Kit INI I created. I also tried putting it under General in the other two Creation Kit INI's. I also changed the "SresourceArchives" line to match my DLC list. No matter what I do, I get the Multiple Masters load error. PLEASE help me fix this so I can get back to creating FREE mods. There's got to be something stupid I'm missing. Unless Bethesda just updated the kit and ruined it or something since Creation Club just came out. This day has been a Bethesda disaster.
  9. Hey everyone, I've noticed something quite, uh, peculiar lately regarding custom characters -involving both characters from mods AND the player character. I first posted in the technical support section but I feel like this one may be more appropriate after all. Long story short, custom NPCs, that were made in the Creation Kit that is, actually look perfectly fine face to face. Thing is, starting from a couple meters away from them their eyes start popping out of their sockets -and the greater the distance, the more they bulge. I... quite frankly don't really know how to explain that properly so there it goes : Fig.1 : an unmodded Ulfric Stormcloak (save for his sword) : http://i.imgur.com/vUsrC2V.jpg Fig. 2 : Scarlet Crusaders with certain issues http://i.imgur.com/JT5XoKc.jpg Fig. 3 : ... Jesus Christ. http://i.imgur.com/8w1SLM2.jpg So there's that. As I mentioned, the farther the camera, the more it clips. Furthermore, lower than default FOV values seem to worsen the issue so I reckon there's something going on with the camera here. These pictures in particular were, in fact, taken with exaggeratedly low FOV values -around 10 or so, in order to create a clear contrast between Ulfric and the custom NPCs. Reinstalling or checking the game's files from Steam didn't help. On top of that : this issue affects NPCs from different mods, some of which I didn't even fiddle around with in the first place. All they have in common is that they have their own, custom Facegen Data, and, again, NPCs from the base game such as Ulfric up there do not suffer from this, uh, problem. Last but not least, this only happens on my laptop. The very same mods, on my regular, crappier computer, work just fine. Problem is, said computer is on the other side of the country and here I am sitting in my flat staring helplessly at these monstrosities. Oh and, it goes without saying that I tried disabling this or that mod, several at a time, all of them... nope, still happening. I couldn't find anything much on the subject on the Internet but as far as I can tell, at the fair least, I'm not the only one to have encountered this glitch, though very few others have. So I reckon there has to be a common cause behind all this that we may be able to identify and possibly fix. Either way, thank you for your attention everyone, and here's hoping, I guess. Have a good one.
  10. Hey everyone, I've noticed something quite, uh, peculiar lately regarding custom characters -involving both characters from mods AND the player character, which is why I posted here. They look perfectly fine face to face, however, well, starting from a couple meters away from them their eyes start popping out of their sockets -and the greater the distance, the more they bulge. I... quite frankly don't really know how to explain that properly so there it goes : Fig.1 : an unmodded Ulfric Stormcloak (save for his sword) : http://i.imgur.com/vUsrC2V.jpg Fig. 2 : Scarlet Crusaders with certain issues http://i.imgur.com/JT5XoKc.jpg Fig. 3 : ... Jesus Christ. http://i.imgur.com/8w1SLM2.jpg So there's that. As I mentioned, the farther the camera, the more it clips. Furthermore, lower than default FOV values seem to worsen the issue so I reckon there's something going on with the camera here. These pictures in particular were, in fact, taken with exaggeratedly low FOV values -around 10 or so, in order to create a clear contrast between Ulfric and the custom NPCs. Reinstalling or checking the game's files from Steam didn't help. On top of that : this issue affects NPCs from different mods, some of which I didn't even fiddle around with in the first place. All they have in common is that they have their own, custom Facegen Data, and, once again, NPCs from the base game such as Ulfric up there do not suffer from this, uh, problem. Last but not least, this only happens on my laptop. The very same mods, on my regular, crappier computer, work just fine. Problem is, said computer is on the other side of the country and here I am sitting in my flat staring helplessly at these monstrosities. Oh and, it goes without saying that I tried disabling this or that mod, several at a time, all of them... nope, still happening. I couldn't find anything much on the subject on the Internet but as far as I can tell, at the fair least, I'm not the only one to have encountered this glitch, though very few others have. So I reckon there has to be a common cause behind all this that we may be able to identify and possibly fix. Either way, thank you for your attention everyone, and here's hoping, I guess. Have a good one.
  11. Hello everyone! Sorry for the inconvenience, but I'm having a serious problem, which is making me tired: I can't generate the facegen data, I mean, the folders with corresponding files inside. I open the Creation Kit using Mod Organizer, I already tried executing with and without administrator mode. I wanted to export the Irileth face generator, I already have it in the order "Actors> Actor> Corresponding Race" and then pressing Ctrl + F4, I get the message that the files have been exported, but then I go to the folder "overwrite" and I can't find any folder containing the .nif and .dds files! I have already noticed that Irileth has unchecked the option "Is Chargen Face Preset", and even when I set that option, I can't generate the files. I've tried to modify it, save as mod, close the CK, reopen it and load the mod, export and then save and close ... but still nothing happens. Instead, when I open CK without Mod Organizer the export works correctly! But, obviously, I can't use the CK that way since I'm missing the other plugins I need ... Please, if anyone has any solution for this I would greatly appreciate it. EDIT: Only the folder "Textures" is created, and I find inside a single .tga file, the rest does not appear.
  12. steamapps\common\Skyrim\Data has mods in it. Skyrim data files isn't updating to the mods in Skyrim\Data. It is no long using the new mods I put in it. More info: I setup mods, and played with those mods, but kept downloading new mods into a different profile keeping the first the same. In steamapps\common\Skyrim\Data the mods in the chosen profile show up, like they should. When I click to start Skyrim (without SKSE) it opens a menu which says: ->PLAY ->OPTIONS -> DATA FILES etc I click Data Files. Only the mods in my old setup load, changing either profile does nothing. What I meant by data files not updating to the mods" is that it updating the mods it runs to the mods in steamapps\common\Skyrim\Data. Help.
  13. So I installed this game about a month ago and found it odd that it wouldn't permit using cheats. Long story short I ended up installing mods so I could carry more which came in handy while hunting (which worked). I also used the easy lockipicking cheat mod and the cheat mod. I've been in holidays for 2 weeks now and now I'm back and tried to start the game, I clicked continue and it stopped loading after a few seconds. It froze and shut the game down. Does anyone know the solution to my problem? I tried moving the mods into the data folder instead of the mod folder, the game started but the mods weren't working. For the easy lockpicking mod it says requires v1.6.2 when I checked my game I saw I'm using v1.6 but Steam doesn't show me any update options... So what should I do? If I use the older version of the mod it doesn't freeze nor does it work.
  14. Okay. I've run into a snag for my Glowing Items "revival" project from last week (the mod in question is here). The original mod author had the bright idea to use FormLists to help control which objects in the cells get painted with an effect shader (he only used it for painting Stimpaks, but still), and I wanted to give it a try for everything else... It didn't work as expected. I'm using the IsInList function to attempt to check a list of items I'd like to be painted by the mod's scripts, but it seems that this function doesn't check for object references in the list but just base forms (whatever-that-means). I tried using ListGetFormIndex in conjunction with some midling boolean algebra... no luck there, either. I even tried using both ListGetFormIndex AND IsInList checks connected by an OR operator, still nada. I then tried listing out a chain of checks for the reference being an instance of specific item ids connected by OR operators. This worked with mixed results (some of the items listed didn't glow until I took them then dropped them from my inventory)... but it doesn't make for any sort of clean code at all. I've looked into whether arrays were implemented in the Fallout 3 scripting system or FOSE... but it's only been implemented in NVSE, in a system for another game. Also, there's another reference-based function called IsRefInList which I'd like to try, but that too is only used in NVSE. It's starting to look like I can't do this the easy way. The first easy way (FormList checks) didn't work and all I have left is the VERY messy way (ItemID checks). My question is this: is there some way in either FOSE or the base Fallout 3 scripting architecture to successfully check an object reference from GetFirstRef and GetNextRef against a FormList? If there's some kind of type-casting to be had from a reference to a base form, that would likely do the trick, but it's late and I have yet to find such a thing. Another thing that might work is some way to easily unpack a FormList and check each element, but I don't see this being a very good way to do it as there's no "for" or "foreach" loop to speak of in Fallout 3 (NVSE has a "foreach" for arrays though). I'm running out of truly viable options for checking a list of items for the mod to paint. Thanks in advance for any pointers and suggestions... I'll be in the corner cursing at my computer for being dumb.
  15. Do disabled mods count towards the "mod limit" if the esp files are in your data folder? Also If for personal use only is there a limit to how many mods can be "combined" and would there be anyway to kind of make a new mod and just take bits and pieces from a bunch of other mods and put it together?
  16. Hey, My issue is that I thoroughly despise how in your Pipboy, there is a MISC / GENERAL STATS section which records the most obnoxious data, such as how many Stimpaks used or Weapon Mods Added etc. Is there any chance someone could create a mod or knows a method by which one can disable/remove this recording feature? I know it is ridiculous to worry about, but this has irked me since Fallout 3 and even in Skyrim. So much so, that I took to only using healing spells in Skryim (to avoid the potions used misc stat) and using health regeneration mods or doctor npcs in the Fallout games. Now this issue is present in Fallout 4 and I have had enough, so I asked around and was directed here. Hopefully, someone who knows of or can make a solution reads this. Thanks for reading my Bethesda Game pet peev. Regards, Seb.
  17. A noob question following gophers tutorial on installing SKSE, I accidentally added the skyrim data folder to the SKSE.zip archive, as I had the skyrim folder and SKSE folder open in same window. All I did was accidentally use the 'Add to Archive' tool on the skyrim data folder. I feel really dumb for asking but, has any damage been done? Or has this had no effect on my game? Thanks
  18. There are a couple of mods I found that provide the stats of an equipped weapon, but they're base stats only. Furthermore functionality was limited as many weapons simply didn't open up a display when prompted. I tried looking through combination hud mods to see if any had something better, but I really couldn't find anything. So what I'd hope to see is quite simply the effective stats for a weapon with my current character (perks included) in game. Preferably with the perks listed and their individual effects listed separately, and overall in a format that allows comparison. Ideally there might be a few different DPS calculations that take different things into considering, e.g effective critical damage per hit, reload time, clip size, etc...in the form of a line graph that shows actual dps second to second. In any case, any improvement over the mods I've been able to find thus far would be greatly appreciated, and the extras are just wildly optimistic wishful thinking. Many thanks for any consideration.
  19. Hey there, when I try to install texture/model replacements to my skyrim installation via nmm, the directories are created as they should (e.g. "data\meshes..." and "data/textures...") but those directories stay empty. No actual meshes or textures are copied into them. Accordingly no new textures load up. But nmm pops no error message and displays the mod as active. If i copy the files manually to their place evrithing works fine. But i'd like my mods to be managed. Mods that come with an installer seem to be installed as intended. NMM appears to be unable to write loose files to the data directory. I tried Mod Organizer and that worked fine as well. I'm not familiar with MO, but as far as i read that programm takes a quite different approach of loading mods into the game. I'm playing the Steam version of the game (not sure if there is another version :huh: ) on Windows 10. I thought it might be a problem with write protection or rights management of the OS. But i couldn't find any solution. Reinstalling Skyrim and NMM had no effect on this matter. And yes, i tried running NMM as Adminstrator :mellow: . The problem stays the same. I hope someone knows that problem or has an idea to why that is. Any advice would be greatly appreciated. Thanks in advance
  20. I recently reinstalled Skyrim and after that Mod Organizer. The only mod I've installed was SkyUI but the only thing that shows up In Skyrim Data files are my DLC's and an Alternate life mod. I've tried moving the Mod Organizer folder into the Skyrim folder then Into the data folder, but nothing showed.
  21. So we all know that Power Armor in fallout 4 has a destructible feature into it, like when it gets damage to 50% hp it changes model as well as gets completely destroyed at zero hp. I've poked through CK for over an hour, checked power amor items, destructible data, bodypart data, FX, modifiers, effects, magic effect, and specially poked through all the scripts, so far i have found nothing that handles the destruction data of power amors, my guess is its coded in the game exe itself, or something else. I wanted to know because i'd like to try to import it on regular armor/outfit so we can see if its possible to add non power armor destruction of clothing/armors. Any ideas? Thank you.
  22. So today I switched from Nexus Mod Manager (NMM) to Mod Organizer (MO) with the help of Gopher's videos on Youtube. I migrated every single mod manually and used LOOT to get them into a proper order. Then I tried to run SKSE with MO. I got the Bethesda Studio screen and then the game crashed to desktop. Then I ran Skyrim with Steam and looked into the data files in the launcher and only the main Skyrim files are listed there. When I run Skyrim or SKSE normally via Steam I have a perfectly dull vanilla game. I've been trying for hours to solve this since I have about 170 mods and I had them ALL manually transferred to MO and I really don't want to play without them. Has any of you guys encountered this problem too? Is there a solution to run SKSE via MO or the .bsa/.esp to show up in Data Files? Thank yo very much!
  23. Loaded up TechPowerup GPUz and set to record while playing Fallout 4. Using nVidia optimized defaults for 3840 x 2160 with ReShade and a bunch of mods. Played for roughly three hours then pulled the data log into a spreadsheet. Check out the VRAM usage... Date: 2/25/2016 3:14:34 AM GPU Core Clock [MHz]: 1200 GPU Memory Clock [MHz]: 1752.8 GPU Temperature [0C]: 79 Fan Speed (%) [%]: 64 Fan Speed (RPM) [RPM]: 3102 Memory Used [MB]: 10188 GPU Load [%]: 45 Memory Controller Load [%]: 25 Video Engine Load [%]: 0 Bus Interface Load [%]: 0 Power Consumption [% TDP]: 72.6 PerfCap Reason []: 4 VDDC [V]: 1.143 I pushed Fallout 3 and Fallout: New Vegas to 3.8GB VRAM usage. Neither would go higher no matter what I did. Skyrim was pushed to using 5.1GB after which it would crash. It is clear that Fallout 4 won this round. :hehe: I uploaded the three hour slice into a Google Spreadsheet if anyone wants to peruse the data. Fallout 4 VRAM Data Filtered V1
  24. Hey Lads, At first I want to excuse myself for asking such a foolish question, but I've searched through the Fallout 4 folder for hours now and can't find the textures for the "suspenders and slacks" outfit. I want to edit it, because I like the style, but want to tweak it a bit to my liking. If you wander what outfit I'm talking about: http://fallout4.wiki.fextralife.com/file/Fallout-4/suspenders_and_slacks_ZH.jpg It is this one. Supposedly worn by triggermen. The items ID is 000fc102 if that helps anyone. I just need the .dds file name, or the folders name it is located in... anything. Thanks in advance for your time. Greetings, Nacho.
  25. So i have 2 laptops, the other one is a toshiba has more 4GB RAM and 2GB VRAM so i get less stutters/lag spikes, i personally prefer it but it is being repaired right now, gets average 30 fps on GMOD. and 15 FPS in skyrim outdoors medium setting, max resolution and 30FPS+ interiors really less stuttering. This one im currently is a VAIO has a faster processor but only has 2GB RAM and 700 VRAM. I expected it to perform better but looks like skyrim is really RAM/VRAM hungry. i cant stand these stutters. VAIO performs alot better in gmod with NPC battles maintaining 100+ FPS on most maps, but skyrim runs like sht on full resolution average like 10+FPS and shtty stuttering, On 640x480 it maintains 30-50+FPS on most areas but still stutters Alot. my VAIO is running a windows 7 32bit, and my toshiba WAS running windows 8.1 64bit when i installed skyrim, but i decided to downgrade it to windows 7, im not sure if its 32bit or 64bit. I really dont want to download my mods one by one again.. and my skyrim on VAIO is much more stable running only 100+ mods while my toshiba is running 200+ So my question is can i simply clean up or replace my data folder on toshiba and just move all my data files from my VAIO? they are both running the latest version with all DLCs, and SKSE.
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