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I've been fighting with SSEEdit for hours to try and get the dirty/bloody quest to run after processing a carcass w/ Hunterborn. I think even longer than when I was porting Hunterborn's animal fats into the soap recipes (my first experience with SSEEdit). AND I CAN'T FIGURE OUT HOW TO DO IT. I can't reference the Dirty_Quest in the menu buttons to process the carcass; that just removes them entirely. I tried referencing the globals as well but I don't remember what happened. Referencing the three different processing globals in Dirty_Quest doesn't work, both as properties and as conditions. I've copied everything I can think of into a specific patch file and messed around with everything I can think of in there. Nothing. Someone on Reddit mentioned copying DnB's magic effects into Hunterborn's processing scripts and has not yet answered my request for more info. I've tried to figure out if you can write a script to run Dirty_Quest after a processing action but I can't do that with either the globals or the menu buttons, or their properties in the Hunterborn quest file. I tried figuring out how DnB gets the dirty/bloody effects to run too, but that revealed nothing. Hell, I even looked on Nexus to see if anyone had made a mod to apply DnB's effects for some other reason, asked about it in the comments for both mods, checked if someone had maybe even already made the patch, etc. NOTHING. It's a small thing, and without it my play experience really wouldn't be affected at all. But I'm playing a regular hunter and it felt really weird to haul a dozen or so corpses home, process all of them, and still be perfectly clean. help please ;-;
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I'm on my third go around now trying to get the game to function smoothly. My first try was a complete failure but my second time around ran well and smoothly, however after 200 plus hours in that instance(beating the campaign with no ctds and collecting close to all the armors the game had to offer) suddenly my quick save function broke and any changes I made to the game settings reverted themselves the instant I left the menu. I got frustrated trying to find a fix for it and decided I wanted to start from scratch. I'm close to 300 mods deep and I have built it close to identical as the last build. The game runs and I'm able to get through the vanilla intro with no ctds and minimal bugs but the game isn't running as smooth as I remember. It's very choppy and there are some bad frame dips. Also, there are some sounds that are desynced like when ralof is cutting the ties off my hands in helgen keep and what not, which leads me to believe something in my foundation isn't properly squared away. One of the most notable bugs is that when npcs enter my fov they produce a small animation stutter. I am uploading my mod list load order and plugins here, in hopes that some modding wizard can help me optimize, find the culprit (possible missing patch) or fix an incompatibility. Thank you in advance my friends. MOD LOAD ORDER LEFT PANE.txt SKYRIM LOAD ORDER.txt
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Two mods I adore but unfortunately have some worldspace conflicts here and there. I'm not anywhere near skilled enough to resolve it myself so I'm making this post in the hopes anyone would be willing to make a patch. Thank you for taking the time to read my post. I'll post links to the mods bellow. Revised Mojave Claim the Mojave
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Hello, I was wondering what the state of the America Rising 2-Sim Settlements 2 patch was, because I feel like there's a lot of potential and it's really hard to play through the questline of SS2 only to have just the minutemen or Institute helping instead of the Enclave when you've completed the game as them. Not asking for any rush but was just curious
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- fallout4
- america rising
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Hello, I've been playing through the CSEP mods for Fallout 4, and been absolutely loving them, however my immersion has consistently been brought down by the fact that the player never speaks, yet in the base game he/she does, and I was wondering if anyone was willing to make a voiced patch for them.
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Hi, I own... I KNOW what skyrim needs to improve! Therefore, here I will draw up a list with images that help better understanding where Google Translate fails. I have deeply evaluated from a gameplay and balance point of view because I want to create content that is superior to the creation club! Evoker a true expansion vortex mod: it all starts with obtaining the sigil stone. Once you have obtained the rewards, especially if you use varlvan they are "weak", although the bones are fun "tired"! -We need to expand the atronach forge! For this reason, having placed the sigil stone, we forge the black magician's staff, or we make the black magician appear hostile (even using the clothes of the greybeards) enchanted, making him immune to physical damage! Then a fight between wizards. You will be rewarded with the black magician's staff, a staff that does NOT recharge and instead of raising a defense, for example gives ebony flesh which works with the magician's armor perk and can launch magika balls which however consume magicika. (Dealing pure magic damage I think among the most powerful in the game). -there will be no way to get the black mage armor in any way. this is just the beginning. The black magician's staff will have a sigil stone as you can see that the original also has an orb. this will allow you to cast powerful summons with one hand when equipped; there will be 3: -buster blader soldier with ebony armor and 2-handed daedric artifact sword or black lust soldier with ebony armor sword and daedric artifact shield (a sort of goblin with daedric artifact but much more powerful who remains until defeated, the weapons you can also take from the past elder scrolls). -dark magician girl who will fly around casting calm (infatuation) and above all heal allies and a weak attack spell that I can't think of. - Celtic guardian is not good as he would be a copy of Staada, that's why he is better flame swordsman! A melee version of the flame minion equipped with a fire two-handed sword instead of actual armor has red mage robes with the Mara's Wrath enchantment. in Markarth you can find a flute with the book "koblak and the DRAGON." throwing these two objects into the atronach forge with the seal stone... will provide the book "Koblak" will allow you to perform a specialist summoning which will summon a bard who will start playing the flute and then finally summon a white dragon or a very long summoning (master) a guitarist VERY vulnerable only to physical damage who will have to play all of Bohemian Rhapsody (5:55) and then summon 3 white dragons. (Obviously bards will not be vulnerable to any type of projectile) other rough ideas for the summoner: a quest or reference to sheogorath that rewards with the "toon world" book allowing you to summon: -ogre (goblin attack force), -summoning spell that when cast transforms the dremora into toon summoned skulls (combo with sanguine staff) which creates kamikaze-like magical anomalies that explode on impact like Gotenks' ghosts. I have no idea about the third one... Aesir strategy like synchro evocation: you have to summon two spirits or real goats TERRIBLY vulnerable to everything, and then sacrifice them through a summoning to make one of the three random ones appear: -Odin who will be the strongest summoned sorcerer using powerful destruction magic especially on lightning -Thor a northern ancestor also in a ghostly version also equipped with the stendarr hammer -Loki a wizard who will use frenzy and fear by spamming hordes of Ash spawn or tortured shades Since we go from one extreme to the other as the summons take place it could trigger the drying up of the magicika. The evocation of quali has reached zero (white dragons and black lust soldiers dissolve) as without cheating you can easily reach 700 magika/70 sec. and they are a more than good time given their strength, consuming the magika will also allow you to give meaning to potions and Welkynd Stone. the magic of cooking a true vortex mod expansion: the problem is that in many kitchens you will find Frost Mirriam, Elves Ear but there are no recipes, the first rule that must be introduced is that all the recipes that use frost mirriam will increase the heat level making you more resistant to the cold without having to depend on salts of fire. All recipes using Elves Ear will greatly improve fire resistance so that a blaze of a dragon using valravand or other "improved" combat systems will not instantly kill you. -Thistle Branch can be useful for making herbal teas, -I'm not going to flex my knowledge about mushrooms so I'll just say that the only mushrooms that can be used for a soup are Namira rot (the most similar in texture and rarity to porcini mushrooms), Mora tapinella/Hypha Facia (known as dog tongues). -Briar Heart are honestly artichokes and can be used stuffed: bread (product or pieces found in the game world), egg, garlic, Charred Skeever Hide (it already seems very salty and spicy to me, I think it's a perfect ingredient) -salmon roe I didn't even know it existed, I hope some Nordic or Russian modder understands the mechanism, i.e. a non-farmable ingredient + other easily available ingredients. -ironwood fruit are legumes... I didn't know they existed, I think I'll have some planted near my home. They are a lot like edammame/fava beans, I think the best recipe is steamed/sautéed with salt 220 hunger points, as well as stamina regeneration. -Even Elytra Ichor and Scrib Jelly have a nice color and look like sugar paste... I think that Lichor is the best ingredient for typically Japanese desserts with gelatin, especially with Alocasia Fruit & Ambrosia + moon sugar. With the addition of snowberries, juniper, lavender, jazbay, mountain flowers; sugar paste (basic ingredient) of various colors can be created. Given the rarity of the ingredients used, obviously a coin value and very powerful effects will be needed. (No smithing & enchanting, foods that boost magika and regeneration due to the Evoker expansion would be a must have) marked all the lore friendly foods to apply the choices that could be introduced after reading "uncommon taste". Let's move on to the creation of FINAL foods, that is, which reduce the need to eat so that 1-3 game days you need to eat only one of these meals. At the core is the need for Balbus's fork so that the ability to cook is obtained at a certain point in the game. (optional idea) Anton Virane's chef clothes will give "perks" instead of making a specific skill tree. -the chef's hat gives points to the alchemical tree while cooking if the recipe contains an alchemical ingredient. -the chef's tunic will double the yield of creations when using rare curios alchemical ingredients for example each dish that uses Lichor will yield two units. - the shoes which in Italy are translated (bartender shoes) will make a case of each drink in this regard it is necessary to make the beer farmable. In THE FARM(cclub) there is a bulky cistern which would be perfect, the Honningbrew Meadery & Black-Briar Meadery could be usable after the quests. In this regard it is ridiculous "the reward?" at the end of Thieves. Goldenglow Estate must produce, it must invoice! having definitively fixed the production of honey in Skyrim this will make all foods uncommon with the addition of the candied apple. -pancake: flour, milk, butter, eggs, honey, moon sugar (a [common legendary food] that is responsible for satiating hunger and reducing cravings.) Do you understand the current honey + lunar sugar combo impossible to cook bug? -omelette du fromage "Dexter meme": eggs, milk, butter, cheese, salt or fire salts [common legendary food] -muffin: produced bread, pieces of bread/bread from the game world, potatoes, milk, eggs, juniper (the muffins were created as a recycling of leftovers and food for the servants, it is so lore friendly that if you have read up to this point you will have understood that I I really have the skills to make this game perfect) -Neapolitan pastiera: mammoth cheese, eggs x2, flour, butter, WHEAT, moon sugar (a tribute to my work, literally only the name can be changed to Homecooked Meal) -fresh pasta: flour, eggs x 2 [basic ingredient] -ravioli: fresh pasta, mammoth cheese, tomato(sauce), salt or fire salts ([uncommon legendary food] has some effect such as more maximum load or taken from the alchemical properties of the egg) -tagliolini in broth (poor ramen): fresh pasta, Charred Skeever Hide, leek, carrots, cabbage, egg, salt or fire salts ([legendary food] the best) -soup and that's it: cabbage, leek, carrots, potatoes, garlic, Frost Mirriam, Elves Ear, salt or fire salts (why [legendary food]? the recipe can also be prepared without the last two spices but their addition has very powerful effects. as well as curing diseases. -Brook bass in crazy water: bass, tomato, garlic, mirriam frost, Black-Briar Reserve [legendary food] enough, I spent several hours and touched all the critical points, I conclude by saying that we need an amulet that improves the performance of the shegorath staff, for example raw amber and gold. (since in the best cases the enemies become bags of gold "King Midas' touch/King Midas' necklace) "The ogre" model already exists and was made by @4thUnknown I wanted to mention this user because he has the ability to add and has added a lot. Nexus should create a sort of guild, that is, guarantee a large and serious project like this, allowing funds to be raised and released to the modders who participated, this would speed up and improve mod ideas to realization... I am willing to finance because I have a clear idea of where to expand and improve. Please share, because I want users to enjoy these improvements and fixes, so it will be done! Black Magician idea pack.7z
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I used to play this game way back in the day and i used to mod it very heavy too adding tonnes of quests dungeons and what not. What got me off the game was the memory leak. I know it could be slowed down using the 4GB patch back in the day but did anything change since then? The game would be unplayable when i got too many mods and not because it crashed but because of the leak. Has the memory leak been resolved some how or are there any patches fixes or mods to further prolong the gaming? I would love to mod and play the game so if you have any info I would greatly appreciate it. Thank you in advance.
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- memory leak
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I would like to beg for help from modders. I'd like to ask for the PATCH 140525 of Fallout New Vegas. Not the newest thingy, the very 140525 from a decade ago. My Gog version run fine... supposedly fine. Alone or with MO2 to run TTW both up fine. It's both a patched exe, and already 4gb capable. And I dont want to badmouth it before having concrete results in my hand. So. I'd like the old patch 140525 of old glorious days. I plan to use 5 version of that 4GB patcher on Nexus and the general 4GB patch on NTcore website to work on this one vanilla 140525 exe. Then compare to the results with the Gog 140525a exe. Running alone or with nvse loader exe hooking. I want to know what the difference, if any. (The reason is the recent messing around under the hood with offline installer patch on GOG. I dont know what they did, as they didnt tell us sheesh, and I wouldnt believe them anyway) Eyeing suspiciously at the 140525a patch of GOG.
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- fallout new vegas
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I leave the word to the community if you too consider the serious gameplay shortcomings, or rather serious shortcomings, because after 10 years no one has taken steps to resolve them.
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a mod has been created that allows you to plant all "exotic" ingredients, yet tomatoes, garlic and apples are in a confusing, divided and ancient situation. Having a farm with a pantry full of carrots, cavalo, potatoes and leeks doesn't allow you to make a simple soup! I'm aware that there is definitely a mod that also adds vegetable soup. But a lightweight, lore friendly mod that gathers all these "fixings" into some sort of unofficial magical kitchen? In short, just keep it simple... I have 200 chicken eggs, 150 jugs of milk, 40 butter, over 9000 bags of flour... Simply add pancakes (with honey) or juniper muffins? That is, focus on creating recipes that consume replenishable ingredients. I'm really a chef and I'm disappointed by the system applied and the enormous work done by some modders which however doesn't lead to results, but modifies the game and the lore too much.
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People who use https://www.nexusmods.com/newvegas/mods/51664 will realize that it's a lot harder to gain good karma. As a result, it's a lot harder to get the good karma ending for any faction who is enemies with the Brotherhood of Steel. However, one way to do so is to get the level 50 perk to reset your karma and then kill 2 very evil characters. I killed Duke and Cook Cook. I got the karma for killing Duke, but I don't recall hearing the good karma sound for killing Cook Cook. I note that, if you have the Mysterious Stranger perk, and the Stranger makes the kill, you don't get the karma. However, it's also possible that this "patch" changed Cook Cook's very evil status. Is that a way to check? I know that, to check player karma, one just need to type player.getav Karma, but how does one do so for NPCs? Cook Cook's form ID is F5700, while his ref ID is F5704.
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I wanted to used Ultimate Combat and Ultimate Dragons along with Skyrim Unlimited but with unlimited the Ultimate mods don't work, I just want a patch for the three to work together, (both ultimate mods already work together) but for the ultimate mods in the patch to not have any of the balancing they already have in the mod. I just want the new attacks and animations from the ultimate mods. https://www.nexusmods.com/skyrimspecialedition/mods/17196 https://www.nexusmods.com/skyrimspecialedition/mods/26374 https://www.nexusmods.com/skyrimspecialedition/mods/9161/
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I wanted to used Ultimate Combat and Ultimate Dragons along with Skyrim Unlimited but with unlimited the Ultimate mods don't work, I just want a patch for the three to work together, (both ultimate mods already work together) but for the ultimate mods in the patch to not have any of the balancing they already have in the mod. I just want the new attacks and animations from the ultimate mods.
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So, my idea is simple but not sure how to make it since im not that good with Xedit and scripts, but is there anyone out there able to patch https://www.nexusmods.com/fallout4/mods/23721 to replace every ghoul with Night Creepers, so that ghouls hide during day but are active at night? Or even better, have ZombieWalker mod make every replace spawn with Night Creepers. Edit: NVM, Seems I figured it out myself ;)
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Can we get a mod that adds some proper framework for compatiblity between all the great follower mods? For years now my favorites have been (and I'm sure there are more I forgot/dont know of:) -F-COM: call in entire armies of your choosing and give them tactical orders, make them settlers or followers https://www.nexusmods.com/fallout4/mods/14946 -AmazingFollowerTweaks which lets you make anything a follower, give advanced commands and tons of options from Pip-Boy https://www.nexusmods.com/fallout4/mods/26976 -Robot Home Defence which lets you make robots from the regular workshop mode instead of needing the robot workbench, and adds a bunch of options to control them from the Pip-Boy https://www.nexusmods.com/fallout4/mods/5787 -Vertidrones which lets you make and operate drones from your Pip-Boy, even see from their POV https://www.nexusmods.com/fallout4/mods/12858 -Power Armor Autopilot which lets you make AI modules for your power armor and have it follow and fight with you https://www.nexusmods.com/fallout4/mods/8262/ -Personal Flyable Vertibird which lets you make a flyable vertibird and give it orders https://www.nexusmods.com/fallout4/mods/47187 -Sim Settlements+Conqueror/Sim Settlements 2 which has way too much to mention quickly https://www.nexusmods.com/fallout4/mods/21872 https://www.nexusmods.com/fallout4/mods/47976 Each of these has their own menu, framework, factions, bugs etc and it's a real pain to try to use them alongside each other, forget all of them, without having to make increasingly complicated edits. would be nice to have some immersive way of accessing all types of allies in one place, that modders could use to build on
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Hi all, hopefully this is the right forum for this. I was wondering if there is a way to make "A Serious Wedding - Teldryn Sero" and "Marriage Mod - To Have And To Hold" compatible with each other? Whenever I use them together I get a miscellaneous quest pop up in my log saying "Speak to [...] during reception". It won't go away and it pops no matter which I have after the other in load order. I don't know how to do anything like this or if it is even possible to make a patch for it. I took "A Serious Wedding - Teldryn Sero" because of this issue otherwise I would still be using it and his story quest mod. I put links to both at the bottom if someone would be so kind as to take a look and help me out by making a patch or sending me in the right direction for one it would be much appreciated. A Serious Wedding - Teldryn Sero - https://www.nexusmods.com/skyrim/mods/84324 Marriage Mod - To Have And To Hold - https://www.nexusmods.com/skyrim/mods/50121
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Is there an Unofficial Patch for this game? The last time I played this game, I got a weird bug where my characters insist on moving northwest or northeast depending on the location when I moving with the keyboard, plus some bugs and instability.
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My mod idea is pretty simple and would also works as a patch: The famous Inigo mod by Smartbluecat combined with the Immersive Edition of the Become High King of Skyrim mod by DJ Aretino. It'd basically add dialogue pertaining to the High King Dragonborn and allow you to ask Inigo as another NPC if he would support your bid for the throne, which you currently cannot do. Perhaps this mod would also add more interactions, like Inigo asking why you wish to become Skyrim's High King and choose one of a few answers. Of course, these are ideas and the developers can do this however they'd desire, assuming they'd be up for it, especially Smartbluecat.
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A patch made by kbiru for asXas' Lee Enfield gives it both Bullet Count Reload and TR. However, I only want to use the BCR aspect of the patch. The description notes that TR is only a "soft requirement". So far, I've tried two solutions: 1.) I removed "AnimsReloadReserve" from the weapon tab in FO4edit and cleaned the masters to remove TR dependency. It did remove TR but also enabled BCR to function only for the full/half bullet reload. 2.) I removed the ESP and the meshes folder through Vortex (but keeping the BCR .ini) and redeployed. That ended up removing all BCR functionality on the Lee Enfield. Is there any other way or should I just give up? Please and thank you for any help.
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How far can you go with weapon mod patches from FO4edit without breaking the game or mod? I can understand that it's not safe to remove or possibly add a weapon mod in an existing playthrough to/from a leveled list (injection). Or to remove an attachment from the game that is currently equipped on a weapon in your inventory. For example, is it safe to totally change the name of a weapon in your inventory or the one you have equipped? Can I change its ammo to something from Munitions on FO4edit? How about removing a scope attachment from the game that is currently attached to a weapon in a container in a settlement?
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I know it was the original idea to keep the weight of the items in the chest after transformation, and I know that if you want infinite weight you can use other mods, thank you. It was in the game, it felt lore friendly and most importantly - It was fun to have (with some conditions) the whole camp in your pocket and be able to create new scenarios in the game. That's a shame Larian "fixed" that (and the sussur flower) Maybe there are some fixes to unfix this already ?
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I always prefer to drive vehicles in cockpit view, prior to 1.5 patch the rain effect on car windshield and doors windows was really spectacular and looks so real, especially how neon lights look behind those wet windows. Sadly that awesome stuff has gone after 1.5 update. now when it rains there's a very degraded effect to none. No one is talking about this so decided to create a post, is there anyone able to restore that effect with mod or any other workaround.
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Hello, I recently got into modding Skyrim on a laptop and Ive ran into a subject Im a little hazy about. Ive tried to research merge patches and bashed patches and would like to see if I have it right and would like to ask a few questions. As I understand a merge patch is a collection of mods together so it counts as one plug-in so you can have more mods than the plug-in limit allows and a bashed patch is used to make mods work together. So a few questions I have are 1. How many merged patches do you use? More than one? Do you try to keep it organized by only putting similar mods into one patch such as all audio mods in one and all graphic/texture mods in another? 2. When do you make these different patches? Im just now starting to put my load order together and so Im not sure if I need to make them as I begin or after I reach a certain milestone? 3. When I run LOOT on the few mods I have some show bash tags, do I need to deal with those now or am I able to download and test mods without worrying about those at the moment?
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SSE Mod Compatibility Patch Problem
eagerestwings52 posted a topic in Skyrim's Creation Kit and Modders
I'm currently attempting to get ShinglesCat Ciri Race Mod to be compatible with TheEyesOfBeauty. He already had a patch for KS Hairdos that works. However, this is my first time doing any kind of patch. I have spent all day searching, watching tutorials, even outdated ones (which most are unfortunately). Trying to understand how to do this kind of patch. I feel like there's a lot I understand in terms of what I should be doing, but I can't get SSEEdit to do it. I've tried several attempts of employing patches, but it's all guess work and trial and error at this point. I'm honestly tired of it, but I don't want to give in. Please is there someone who can help me figure this out. Where I currently am stuck in terms of trial and error, is changing the master files of the patches I'm making. They're mastered to Skyrim.esm, TheEyesOfBeauty.esp, and the CiriRace.esp The masters for the Ciri mod and the KS hairdos patch are both mastered to Skyrim.esm and update.esm but I can't even try to change this for mine. Furtherest I get is pulling up a window that appears like I can change it but it doesn't accept input. I'm not even sure if this is my problem, but now I want to know why I can't even do that. What I've tried to do is highlight the items under textures and head (and variations in between) of both mods, and porting them over to an esp. I'm unable to modify those items in anyway, since they don't conflict with anything. In terms of load order, the esp's I've made have been after those relevant mods. I'm not sure what else to add. To anyone that finds this and knows what direction to steer me, thank you immensely for your time!-
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