Jump to content

Search the Community

Showing results for tags 'plugins'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Projects
    • Site Support
    • Vortex Support
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings, Bans and Takedowns
  • Discussions
  • Vortex
  • Archived
    • Nexus Mods app
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Monster Hunter's MH Wilds
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Classic Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Oblivion's Remastered Discussion
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Spider-Man's Spider-Man 2
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dying Light's The Beast
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's KCD1 Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Kingdom Come: Deliverance's KCD2 Discussion
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas
  • S.T.A.L.K.E.R. 2's General Modding
  • S.T.A.L.K.E.R. 2's Troubleshooting
  • S.T.A.L.K.E.R. 2's Mod Ideas
  • Horizon Games's Horizon Zero Dawn
  • Horizon Games's Horizon Forbidden West
  • Horizon Games's Ask the Community

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. So, I installed a bunch of mods that require various plugins for OBSE such as Blockhead for the Character Overhaul mod but, when I load the game the textures are glitched and it tells me to install Blockhead even though I already did. The same goes for plugins such as MenuQue and NifSe. i am able to load the game through an older version of OBSE because the newest one does not recognize that I have enabled the community overlay, even though I did. Please help and thank you.
  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. Topic is could anyone please link and or suggest where to find a guide on youtube to create a blank plugin in SSEEdit? I'm looking to consolidate the information in several plugins and I have way too many plugins now. I want to create an ESP-FE plugin using SSEEdit so I can consolidate the plugins into one plugin ONLY with mods that do not cover the same information so I wouldn't have any errors or competing information. I'm not a modder so any guide to creating a plugin in SSEEdit would be really helpful. Thank you!
  4. It's been a reoccurring issue that whenever I go into the Ragged Flagon (not including the Ratway or Cistern), that I'm encountering invisible walls, meshes, objects, and NPCs. Collision is enabled on all (if not most) of the invisible objects, and NPCs appear visable when entering out of the zone of invisible objects. I don't know what is causing this issue. I've tried disabling certain mods affecting the cell in the past. The invisible meshes don't always appear, but when they do, they constantly appear every time I enter. I've checked SSEEdit, and here's the list of plugins affecting the cell 00016BCF: [05] Unofficial Skyrim Special Edition Patch.esp [FE 004] Landscape and Water Fixes.esp [09] LegacyoftheDragonborn.esm [18] EnhancedLightsandFX.esp [FE 00A] ELFX Shadows.esp [23] AI Overhau.esp [3F] SkyrimSewers.esp [54] MilkSSE.esp [FE 05E] ELFX Shadows - USSEP patch.esp [70] ThievesGuildLadder.esp [71] Sneak Tools.esp [bC] Alternate Star - Live Another Life.esp [FE 006] ELFX - Hardcore.espDo I need to disable one or two of these plugins, or do I need to do some cleaning in SSEEdit? I've auto cleaned the rest of my mods that needed cleaning according to Loot (via Mod Organizer 2).
  5. Hello guys, I'm at a loss and a little desperate. I hope someone can help me here. When playing Skyrim SE there are problems after a few minutes (loading is no longer possible because the saved game is corrupt and dialog lines are skipped).After weeks of research and testing, I found that I was well over the plugin limit with my 323 plugins. Unfortunately I couldn't merge many mods because they depend on other mods or just don't work in merged form.The weird thing is that I don't actually have that many plugins or ESPs. Many mods are ESL or ESL flagged. Actually, I shouldn't even reach the 254 or 255 limit. Creation Club content (I have the Anniversary Edition) also seems to count as plugins. The issue may be related to the Creation Club content. For some reason they are in my overwrite order and according to MO2 they are "redundant". I currently have 195 mods (including merged mods). SKSE, USSEP, SkyUi and almost all other mods are up to date.By the way, it also makes no sense to start a new game. I've tried that countless times without success. I've also deleted my old saves, used LOOT, checked game files for errors via Steam, and disabled mods one by one in hopes of finding a culprit. But all without success.It only works if I disable as many mods/plugins until I fall below the plugin limit. But like I said, that doesn't make any sense. I don't have that many ESP or plugins. Thanks in advance for any help :) My modlist: https://modwat.ch/u/Aladin%20der%20Gefr%C3%A4%C3%9Fige/modlist My pluginlist: https://modwat.ch/u/Aladin%20der%20Gefr%C3%A4%C3%9Fige/plugins
  6. My problem is with NMM application, not Fallout 4. Specifically, the Plugins tab shows plugins that I have deleted; that is, they are no longer listed on the Mods tab. How do I rid myself of those non-existent plugins? I've tried reinstalling the mod(s) and removing them again in the Mods tab. Alas, no joy. Is there a text file that NMM maintains that lists all the files in the Plugins tab? If so, where is it so that I can removing the offending entries? LOOT does not show these deleted mods, so this is an NMM issue. thanks
  7. Hello everyone, I wanted to create a cute woodland elf. I found three mods that would allow it to me ... unfortunately I did not come to the correct order of the plugins or what setting you have / do not choose. these mods are : Enhanced Character Edit (ECE) UNPB REDUX SG Hair Pack (268) EditionI've tried at least 40 combinations of order. Always one or more things do not work.(For example, I can not find a slider for breast size). could someone tell me how I should plugins sort correctly. ps. I am sorry for my bad English. I am Czech, the text generated by google translator.ps2. I do not know if this is the correct category for this kind of questions. If not, please do not delete it ... just move it to the right place. -Garrom, The Orc Shaman
  8. I finally get the new CK, and the masters are instantly in the wrong order. ('Cause why not?) The only fix I know is to use LOOT's Redate Plugins feature, but I can't get that to work, so I can't properly update one of my mods until I figure this out. I was hoping someone either knows how to make LOOT work (supposedly it's possible) or how to do this manually.
  9. I've done mods for skyrim, I've seen all the tutes. So what is up with importing /exporting meshes from nif to 3ds max or nif to obj files? If there's been a post on the forum about a fix please post. There are no tutes I can find and I cant even find support for these issues. Here is where it goes to bad: I've DL the latest version of nifskope and the plugin for 3ds max 2016 so I can open meshes in nifskope no prob.... but when I try to export as an obj file it gives a warning. ---no ninode,nitrishape, nistrips entire scene will be exported--- If I click yes and open it in 3ds max it says nothing is in the obj.file Now if I try to open a nif file using 3ds max with the nif plugin it gives the error message --- So please tell me what am I missing or doing wrong.
  10. Hello all! I'm using Merge Plugins to merge plugins (obviously), for Skyrim SE, but I'm having a consistent problem. It keeps giving me a ballon that says "Exception Loading Plugins - Due to an exception, not all of your plugins have been loaded". In the log, every single error message says "modx" requires master "Dawnguard.esm" to be loaded before it. I have Dawnguard installed and activated, and it's showing up in the Merge Plugins list. Any ideas as to why I keep getting this and what to do about it? Thanks for any help!!
  11. Cleaning the Official Master ESMs NOTE : This guide is now out of date - I dont have any Bethesda games installed anymore, and xEdit has changed greatly since I last had it installed. Anyone wishes to re-do this guide on a new page bringing it up to date .. Crack on :D This guide assumes using TES5Edit on Skyrim Nexus, Or SSEEdit on Skyrim SE Nexus Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit. Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to illustrate the method / options used. Why Clean the Master Files ? Before moving on to the Manual cleaning, something everyone should do prior to Manual Cleaning : Automatic cleaning of Bethesda's ESMs with xEdit With the games Original esm's installed ( You can use Steam to Verify Integrity of Game Cache of Skyrims files to ensure you have good error free copies of the original master files ), and in accordance with the following wiki article http://www.creationkit.com/index.php?title=Skyrim_Dirty_Plugins_List : Load up xEdit. 1. Right click the plugin selection screen and select "none" 2. Tick the relevant esm to edit, and click okay ( If you have not cleaned any of your Master files yet, the first one to tick will be Skyrims "Update.esm" ), then click Okay After each of the following actions, wait for a message in the message window that the previous operation has finished / Done : 3. Right click the plugin after you get the "Background Loader : Finished" message,and choose "Apply Filter for Cleaning" Wait until Filtering is finished then .. 4. Right click the plugin and choose Remove Identical to Master Records Wait until it finishes then .. 5. Right click the plugin and choose Undelete and Disable references Wait until it finishes then .. 6. Close xEdit, and it should check with you that you wish to save the plugin ( this only happens if you have made any changes to the plugin to save, if it just closes .. Then you have not cleaned anything ) Rinse and repeat the Automatic cleaning ( steps 1 - 6 above ) for each of the master files. Working from first to load, to last, not including Skyrim.esm or any unofficial patches ( No point doing Skyrim.esm, and the unofficial patches are already done and should not be cleaned ) So clean in this order Update.esm Dawnguard.esm Dawnguard.esm ( Yes it needs to be done twice ) Hearthfire.esm Dragonborn.esm Dawnguard.esm needs to be cleaned twice ( as of xEdit 3.1 onwards - After doing the automatic cleaning routine once on Dawnguard.esm, and saving it, load it up again in xEdit and you will be able to clean a further 6 ITMs ) ------------------ Dawnguard.esm needs manual cleaning aswell as automatic cleaning After the automated cleaning is done, you can also now manually clean a few more Wild edits xEdit will not have touched ... Recently Arthmoor has brought to the attention of the community additional information regarding manual cleaning of Dawnguard.esm, which everyone needs to do for their own setup same as automatic cleaning ( because nobody can legally upload official master files anywhere, everyone needs to do their own ) First load up xEdit When the plugin selection comes up, right click and select None Then put a tick in the box just for Dawnguard.esm, click Okay After its finished loading, right click Dawnguard.esm and choose "Filter for Cleaning" 1. For "CELL 00016BCF: Remove XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Otherwise it blocks the official fix in Update.esm." .... Expand the records as in the following screenshot, and right click the indicated sub-record, and choose Remove 2. For "CELL 0001FA4C: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove 3. For "CELL 0006C3B6: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove NOTE : This guide used to include cleaning instructions for "CELL 00039F67: Wild edit. Remove this record. It's a testing cell" ( The WICourier edit ) - But since the new version of TES5Edit 3.1+ now cleans that as part of the automated cleaning ( which you should have done prior to manual cleaning ), you no longer need to clean it manually afterwards. ----------------------------------------- Now that the Master files are cleaned, you could put them in a zip, and get your mod manager to install them - Maybe at a future date you want to do a refresh of steam cache and it redownloads the masters which are not the same as the originals anymore (because you cleaned them), so then you would need to reclean them again. But beware, Bethesda have started redoing some masters due to Creation Club mods compatability, so make sure any redownloaded masters are not newer than your previously cleaned ones, because in that case you will need to reclean and rezip them again anyway. You can go through the rest of your Load Order using Automatic cleaning of ITMs and UDRs on all your mods plugins. The sequence of cleaning mods plugins should be after you have your Load Order correct, masters are cleaned, then clean them with the last to load being the last to clean. Mod authors should have done them already, so most will probably not need cleaning. Also look out for any mod specific cleaning instructions in the mods description. Prime example = The Unofficial Patches will not need any cleaning, they are already done, and any remaining ITMs in those plugins should be left alone because they do have a purpose .. ( its a very rare occasion when this is true ). The xEdit Work In Progress Development topic is at the following link https://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/ Development project is at GitHub https://github.com/TES5Edit/TES5Edit And newer versions of xEdit (3.2.7 +) have a link to Discord top right of xEdit window.
  12. Hi, I'm currently watching GamerPoets video on merging plugins and now I'm at the part where you have to select which mods to merge. The problem is, I have over 200 mods and scrolling up and down to find mods that are mergeable with each other would take hours. Is there an easier and faster way to do this since the application doesn't have a ctrl+f function? I was thinking of going by NMM's default mod organisation by Patches, Visual and etc.
  13. So I'm going to start off by saying that I am very much new to creation Kit. I've messed with it before on oldrim for some personal edits and usually havn't had any problems. However I wanted to make some General Stores patches for the player houses I use. In Oldrim im fairly sure I just edited the house mods themselves in creation kit to place the GS activators. But say I wanted to make a patch that I could have other people use. Like this one. I tried making an .esp that contains the changes (moved some objects to the side to make room for the new activators. Disable unwanted containers as GS replaces their need. and place new activators in their place). However the regular activators I place show up fine but any changes that I make that move or disable objects placed by the original mod don't take affect. I am making sure my plugin is at the bottom of the load order. For example: On a shelf there is a flute and a drum. I move the flute to the top of the drum to make room for the GS activator. I save and check ingame. Ingame, the activator is there, but the flute is in it's original position. Another example: There is a meat hanging rack with a custom storage container. I disable the container and move it below the floor and out of the way. I place my own custom activator box around the rack. I save and check ingame. Ingame, my activator is not there and the original container is there like I didn't do anything. I feel like I'm missing something obvious Because I can't seem to find any answers on Google. Any tips or help would be appreciated. Thank you very much in advance.
  14. So to starts off I'm not the most knowledgeable in modding, so I might be missing something obvious. So yesterday I decided to Fallout 3 again just for nostalgia along with a bunch of overhauling and mods installed to refreshen the experience. I installed a bunch of mods, around 50, checking every so often by relaunching it to make sure it still functions. It was going fine until a couple of hours ago when I got "click happy" on the Nexus and decided to download about 20 mods and install them all. Now, the game crashes on start, usually crashing within the first 5 seconds of the "PLEASE STAND BY" screen loading. So I went back and disabled The previous mods I just installed, kept crashing. Then I used LOOT to verify the files and resort the plugins. Everything was fine, so the program said, and upon inspection of the load order, nothing seemed out of place, still crashed. So then I disabled all the plugins besides the base game and DLC and it's still crashing on startup, does anybody know what's going on? P.S. I'll post my load order when I get home, I'm writing this in my spare time between classes
  15. I played fallout 4 with mods last year and later deleted it, now i installed it back and i have everything up to date (F4SE,NMM,Steam,Fallout 4) and i had a steam cloud save on so now i am playing on one of them and even tho in NMM it shows that my mods are on, when i load the game it says that these mods are missing so i'll have to play without them... Please ask if you have any questions related to my issue!
  16. I've been trying to install several mods for Skyrim via Nexus Mod Manager, it claims that all the mods have been successfully installed, but only one or two of them appear in the 'plugins' tab, and none of them function in-game. I've tried reinstalling both NMM and Skyrim, and have also made sure that the path to the Skyrim folder is correct, but nothing has worked for me so far. Any help would be greatly appreciated.
  17. I'm pretty new to modding and I honestly have no idea what I'm really doing. All I know is that some of my mods won't show up in pluggins and that some of the armor mods I download like the tribunal armor, male cleric armor and contractor armor is appearing invisible in the game and body texture and skeleton mods don't work. I don't know how to fix this :/ I provided some screenshots of my pluggins and mods hoping that this clears it up. And I also don't know why most my mods are showing up in plugins and not in my mods section but it isn't a problem to me since they all seem to work totally fine.
  18. I am making my load order and suddenly between some group of mods, LOOT stopped detecting any mods in my load order. I am using MO2 and I uninstalled and did fresh installs of MO2 and LOOT. But the issue still continues. I can use FO4Edit and Merge Plugins without any issues. And yes, I do launch all programs through MO2. Any guesses as to what is causing this?
  19. Help, my game refuses to load plugins. I've installed mods with Nexus Mod Organizer, got my load order sorted by LOOT, and never had this kind of problem before. Then I tried opening a save game and recieved the message "This Save relies on content that is no longer present", giving me a list of these unavaliable plugins. However, I had all of them checked on Nexus MO, and my load order sorted by LOOT. The plugins just wouldn't load. It affected regular mods, aswell as the .esm of Dawnguard, Dragonborn and Heartfire. Has this ever happened to anybody? How to solve?
  20. Skyrim NMM SKSE all DLC I have 2 profiles, the second of which I have created via expanding on the first. On nexus mod manager many Mods are active and there plugins active. I selected the second profile (New bigger profile) Ran the game and Only the old mods worked. In steamapps\common\Skyrim\Data All the Mods are there NMM says that all my mods are active same with plugins. On the menu -> Skyrim Data files only the old mods are there. I Tried changing my first profile and running it and it didn't change. Please help thanks
  21. So this started a week or two, about a day after I had been using the creation kit to make a custom race using skin textures I tried porting over to Special Edition. I was trying to load both my plugin + another mod whose permission I was given to use assets from, but after waiting about an hour the creation kit still hadn't finished loading them. I checked to see if it was just the plugin I have been working on by loading only the base Skyrim master file + update master file and when I do so the problem still occurs. Though a bit slow, everything loads up fine until after "verifying files" has completed and it moves on to "loading cells", at which point I find it impossible to tell if it's loading or not based on how little progress is being made. I tried reinstalling the creation kit itself, but that doesn't seem to have fixed the problem either. Status: Resolved. Completely wiped every trace of the program from my system and then reinstalled it.
  22. 300 Mods - 250 plug-ins - game is running like butter at 59hz. Start new game, putz around Concord for a while. Build bed at Red Rocket to sleep. Sleep 8 hours, wake up to dense fog. (Vivid Weathers + Radiant Clouds and Fog) Do a quick save after resting. (Survival mode) ++Trip breaker on my UPS++ Reconnect everything (split on new circuit) but none of the saves will load. Not the save from sleeping. Not the quicksave before the crash. Not the one before the sleep save. Darn! Start new game and many building mods load up during the pre-war intro...but now Nora has blackface bug, which means that "something" is not right. Nexus Mod Manager is now loading some mods, but not others. All the plug-ins are the same. All the green checks are there. Do I have to go through all 300+ mods and re-install them because of a power outage? Is there a way to tell what is "really" installed? (besides gameplay (try to pick a Advanced lock with Master Locksmith and 1 perk point, only to find although NMM says it's installed, and the plug-in is checked, it's not working) Little bit frustrated, hope somebody can help. TIA (Pic of Piper, end result of hours of modding :-)
  23. I have installed many mods and now they won't work. I found out they were unchecked and I checked them all, but when I start Skyrim they uncheck. I tried to turn bEnableFileSelection=1 on but in the launcher it won't show the data files. I have tried for hours to find out what's wrong but I can't find anything. Can you please help me? : )
  24. Hello! I am modding Skyrim Special Edition. I had 440 plugins, but have merged a lot of plugins and are down to 313 active. I followed Nordic Skyrim moddig guide... well, it's a lot of good mods out there =). I have used Batched patch to merge some of the mods. I have also merged: all weapon mods, all armor mods (without leveled lists), all SOS patches (Sound of Skyrim), all PCE patches (Palaces Castles Enhanced), all DBM patches (Legacy of the Dragonborn), all JK Skyrim patches... I avoided merging plugins if I received a warning message, for example, PCE - Skyrim Sewers Patch.esp No patches are missing and every plugin has it's masters, even though they are nor present in the list of plugins bellow they are present! Which plugins is it safe to merge? Have you got any suggestions for mods I should get rid of and why you think so? I really hope that I can get some help. I have worked with this mod list for a month...! Yes, I am a nerd =) All Plugins That Isn't Merged yet: All Mods: Thank you for taking your time! I appreciate it! /Josef
  25. I have not played FO4 for a couple of weeks or so. In that time, I have changed nothing - did not update FO4, did not update NMM - did not touch anything FO4 related. Today I tried to play and got this: https://steamcommunity.com/id/audiodef/screenshot/963091938892120178 I looked around to see what needed updating. I let Steam go ahead and update FO4. I downloaded and installed the corresponding F4SE. I tried reinstalling one or two of the mods that are "missing." None of that helped. In addition, I get popups after trying to launch that say: "Unsupported runtime version (expected v1.10.82). cc_cleaner will be disabled." Followed immediately by: "LooksMenu version Error: expected game version 1.10.82.0 your game version is 1.10.98.0 some features may not work correctly" And then: "Your game version: v1.10.98.0 Expected version: v1.10.82.0 Mod Configuration Menu will be disabled." Then the game runs, and the missing plugins error appears when I try to load a save. If I ignore the warning, the game actually loads, but mods are obviously missing. Actually, I think I know what needs to be done about the last two - I'm just including them for completeness. What the heck could mess up my game without having touched it at all? EDIT: Checked my Skyrim SE with NMM, seems okay, so I think I can rule out general filesystem booboos. Everything else in my Win10 setup works.
×
×
  • Create New...