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Hey, everyone. I'm fairly experienced with modding, but I have kind of a conundrum. I've been trying to mod NV on an external SSD for the first time with no luck. When I install a mod with NMM nothing happens! The esp is checked, I have the green check mark, it says it's installed, but nothing. I know you're thinking that I have the directory set to the wrong place, but it's not. I've quintuple checked. I've been trying to get Toasty Fresh's Colt N99 10mm Pistol replacer to work as a test, but all I've been getting is that wonderful giant exclamation point. That means NMM knows where NV is and is removing NV's default 10mm pistol, but isn't replacing it with Toasty Fresh's Colt. Even more confounding is that all of Toasty Fresh's file folders appear in the data folder for NV, but they are all absolutely empty. The corresponding folders in NMM's virtual install folder, on the other hand, are flush with all of the assets necessary to make the mod work. The mod install worked when I uninstalled NV from my external drive and reinstalled it onto my C: drive and I've gotten the mod to work on the external SSD via a manual install. I've tried with NMM on the SSD and with NMM on C:. Neither worked. NMM just refuses to install mods on my external SSD! Any help would be greatly appreciated.
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Greetings, I have been trying for several days to get Skyrim modded on a new computer, but have run into several problems. My machine is a 2017 Macbook Pro (need it for work and school), and I am using Windows 10 through Bootcamp. At initial install on C drive, mods worked fine, but some sounds were missing from the game (a problem other with the same setup have, but no solution is apparent), so I decided to try installing Skyrim on a USB-C flash drive. The game launches just fine, runs surprisingly smoothly, and gameplay mods (such as Alternate Start, Unofficial Legendary Patch, and Guard Dialogue Overhaul) have no issues, but texture replacer mods are not working. The mods are apparently installing through NMM, though it does not ask about overwrites for conflicting mods (something that normally happens). From what I can tell on the NMM interface, the mods have a green check mark after install, but when I restart NMM the check marks are replaced with red circle-slashes. In game, there is no indication of a change when the mods are installed. I made several "test" saves to compare, and started new games with individual mods installed. Examples of affected mods are: Skyrim 2k Textures Static Mesh Improvement Flora Overhaul Ultimate HD Fire Effects Pure Waters / Realistic Water Immersive Armors / Weapons Book Covers Skyrim I have tried reinstalls at every level I can think of (from the entire game down to individual mods), and I have tried installing each mod by itself. I have been working at this for several days now, so it is getting pretty frustrating. I am wondering if it might have something to do with where I have the game installed, or if there is some hidden factor I do not know about, but it seems odd that ONLY texture mods are not working. Any help would be greatly appreciated!
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Hi again folks, I'm having a seriously hard time trying to move some functions from my Object script to my Master quest script, and access those functions from the object. I was up until 3am this morning scouring Google for examples and what not and I can't see what I am doing wrong here. I'll post some simple examples of what I have tried, and further below I'll post the full script. So we have ASC_MasterRandomQuest with ASC_MasterRandomQuestScript attached and we have ASC_SP_Random (an XmarkerHeading duplicated and reformed) with ASC_SP_RandomScript attached. I am trying to move one of the preliminary functions to the Quest script, because that functions needs to see the dynamic array of structs on the Quest, and return parameters to the Object scripts function, if that makes sense. Here's what I tried so far Simplified example of quest script: Attempts at grabbing function from quest script: I might not have covered every combination of things I have tried to cast, but I believe I have tried everything. None of the casting methods I have seen (apart from LinkedRef and using an Alias etc etc which I have not tried because I thought this should work?). Surely this has to be a simple error or oversight on my part? Anyhow here is the Quest script (Yes it is compiled in CK and all properties filled in it's current state) And here is the Object script (which still reflects the insane attempt at casting from my examples above, have not fixed yet but all the same lol) Any pointers here is much appreciated :) I can revert back to using a full property for the array of struct, but I am attempting to make the mod a bit more dynamic.
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I installed the nmm about a week ago, i started downloading and activating mods right away. But recently i havn't been able to activate any more mods or download any. skyrim mods work just fine and they install just fine. i have gotten the trace file error befor, but now nothing happens, when activating at 50% every time and it stops for a moment and then just displays ''an error occurred'' or something. it may have something to do with the fact that i have to run everything on an external hdd. but it hasn't caused problems befor now. i have re formated the drive and installed everything all over again. It would suck to have to do that again, especially considering the fact that i would have to write down so many mods that i want to install.
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Hi guys I'm wondering if anyone can help me here. I'm wanting to setup my Tablet to act as another monitor and I have found the software to do so, but now I'm looking for a software for my desktop that will allow me to take my Fallout 3 HUD and display it elsewhere so I can display it on my tablet! I know there is a game mod that lets me hide the HUD which will come in handy, but now I need something for desktop thank you all in advance from Lewis
