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R.I.P. neildarkstar. Haven will miss you dearly.
| SSE Mods | |
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| Topic Started: Oct 29 2016, 09:23 AM (5,059 Views) | |
| Sakiri | Nov 15 2016, 02:25 PM Post #181 |
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Jarl
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Ok I found a solution to one of my game issues. Incremental Difficulty Removes damage dealt penalty from higher difficulties, but also increases damage taken modifier. |
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| Sakiri | Nov 15 2016, 02:34 PM Post #182 |
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Jarl
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Oh, the Cutting Room Floor Alteration Shield Spell Fix is available for SSE. |
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| Serethil | Nov 15 2016, 10:33 PM Post #183 |
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Et'Ada
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Post from Dukaath on the Skyrim Unbound posts page:
I'm going to give this a shot tomorrow - because I just can't stand to use LAL. You never have the option to NOT BE DRAGONBORN. And you have to avoid the entire cell where Helgen is. Yeah, I love Arth to death, but he could have done that whole thing better - like cge did.... Edited by Serethil, Nov 15 2016, 10:34 PM.
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| Sakiri | Nov 16 2016, 07:25 AM Post #184 |
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Jarl
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Sounds like a hassle. If I'm not Dragonborn I just don't do mq. |
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| Areial | Nov 16 2016, 09:24 AM Post #185 |
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Et'Ada
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Because I actually like having dragon's in Skyrim... But the story does not call for the character to be Dragonborn... You are not Dragonborn Sere I'm glad their is a way to get Skyrim unbound to SSE!!! I'm still horsing around with my regular Skyrim to get it working right... |
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| Serethil | Nov 16 2016, 10:36 AM Post #186 |
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Et'Ada
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I'll let you know how it goes. I'm actually pretty good with messing around with files and stuff.... I have BSAOpt already (good thing too - because I'm over my limit on bw....) |
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| neildarkstar | Nov 16 2016, 10:38 AM Post #187 |
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Overlord
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Here's an interesting bit by Arthmoor (as provided by Leonardo) on converting mods to SSE: Arthmoor wrote: With Skyrim Special Edition on the horizon, and with the go ahead given to be able to discuss modding technicalities finally given, it's time to throw up a quick list of things I've noted need to be done in order to get an existing mod from 32 bit Skyrim to work on Special Edition. BSA Files If your mod uses a BSA file (and pretty much any decent one ought to be if it has assets to provide), you can't simply use that file with SSE. The game will either hang or crash at the opening menu. Fortunately all you need to do in this case is unpack your existing BSA file somewhere and then use the new archive tool that comes with the new CK to repackage it. The reason for this is that they've changed the header structures and compression methods. Animations Animation files for 32 bit will not work out of the box. Depending on what they are, you may end up with NPCs or the player stuck in a default pose unable to move, or perhaps even being unable to move the camera at all. Fortunately Bethesda has supplied a tool with the new CK that will allow you to update your .hkx files to the new format. This is presumed necessary due to Havok being upgraded to 64 bits. Water and Flow Data There are numerous instances throughout the game that have been updated to take advantage of the new water flow mechanics that were introduced. So far as I can see, every river has had the flow type changed and new drop in icons have been placed to indicate the direction the water should go. In some cases the type of water has also been changed. Mods which edit cells with water in them will need to update this data or they're going to cause noticeable patches of rivers, lakes, and even the ocean that don't look right or flow properly with the surrounding cells. Yes, Bethesda themselves forgot to account for this in their DLCs too so guess who's going to have to fix that now :P New Ground Clutter If you've been watching any of the new footage that's all over Youtube you're either already aware of this or are wondering if it might be true. It is. There's TONS of new ground clutter objects all over the place. Mostly plants and shrubs, but some occasional rocks and other small things as well. Mods which edit populated areas will need to be mindful of this when updating so that the new plants can be accounted for. All of this was added to Update.esm so if you're not already using it as a master, you need to be, so that you can move these new objects out of the way of your stuff to avoid ugly clipping. It also appears some landscaping may have been done too. Scripts Nothing new here, but I'm mentioning it because there are rumors afoot that they will break. They won't. Your scripts can be copied over as-is with no modification. Absolutely no changes to any of Skyrim's 13000+ scripts were made beyond many of the DLC ones getting recompiled with their debug statements commented out. Which the source code had already but the .pex files did not. Meshes Meshes for SSE may need to be updated. There have been some changes which the Nifskope guys are better equipped to explain but the updated format for them lies somewhere between what 32 bit Skyrim offers and what Fallout 4 offers. So far as I've been able to tell, all of the ones my mods have work, and USLEEP's fixed ones aside from one troublesome Horker work too. There's some possibility that old meshes may be a slight performance drag but it may not be enough to matter in the end. Textures The only significant thing that's changed here is that SSE is no longer supporting .tga based textures. If your mods happen to be using those for some reason, they need to be switched over to using .dds textures instead. ESP Files + NPC Facegen ESP files need to be loaded into the new CK and saved out to be sure they're updated correctly. If your mod includes edits to NPCs or new NPCs entirely, you absolutely MUST do this. Failure to do so will result in your NPCs having heads which are entirely black - not just the usual issues with the familiar grey-face. The CK will automatically update any needed facegen data in your mod, and it may generate some for you that you didn't know you needed. When it does, don't include the .tga files it still generated because the game will ignore them entirely. |
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| Serethil | Nov 16 2016, 10:44 AM Post #188 |
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Et'Ada
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Yeah, I read that at the time it was posted. I still have to download the new CK - but I don't have the bw right now.... Yeah, not even 60 mb.
Edited by Serethil, Nov 16 2016, 10:45 AM.
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| Kane | Nov 17 2016, 12:09 PM Post #189 |
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Overlord
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I really like the Hunter's Cabin of Riverwood mod. Plops a nice cabin just outside the walls, with a short quest in Embershard for the key. Ample storage for a fresh character, and a nice bow waiting inside. |
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| neildarkstar | Nov 17 2016, 12:21 PM Post #190 |
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Overlord
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I'm kinda torn. I really like the idea of leaving SSE entirely unmodded for use in competitions, but nice little mods like that cabin are so tempting. Still, if I want to play a modded game, I guess it's likely my first choice will be old-style Skyrim with my racemenu, Skyrim UI, Deadly Dragons and such... So I guess it's old Skyrim for playing, SSE for competitions and that'll be it for now. Edited 'cuz evil gnomes keep stealing letters... Edited by neildarkstar, Nov 17 2016, 12:39 PM.
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| Kane | Nov 17 2016, 12:35 PM Post #191 |
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Overlord
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Sounds like a plan! You could always add in textture mods and the like, too. No reason it can't look pretty. :) |
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| Serethil | Nov 17 2016, 04:17 PM Post #192 |
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Et'Ada
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I've figured out how to add more storage in house mods (because of course I don't have any of jaxonz's VERY useful mods in SSE). You pick what you want to add - urn, chest, dresser, whatever. I generally pick something that's already being used in the house mod. In this one (Winter Cove), I wanted a dresser with a drawer where there's something with NO storage - so I can put pots and kettles in it. So I did "help Drawers" ('cause that's what the mod author named the piece), got the ID, used player.placeatme to add it it. Then in order to tweak placement, you have to use setangle x and y and z - use getangle each first, then you usually need to setangle x to either 0 or -0 (they're different - trust me), and setangle z you have to tweak to find out which way (+ or -) to move the piece so it's straight. After that, you use getpos x and y and z to find out how to move the piece into final position (usually will be away from you). And setpos to do the actual moving - trial and error to find out which (+ or - again) to get it to move the right direction, and then trial and error for how much to add or subtract. It's fiddly, and compared to using jaxonz positioner, a bit painful - but it's doable, and now that I've added several things, I'm getting pretty good at it. I added the strong box on the end table: Posted Image And here's a good list of console commands for this. Edited by Serethil, Nov 17 2016, 04:56 PM.
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| Areial | Nov 18 2016, 08:04 AM Post #193 |
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Et'Ada
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Just ran into this one... article on Nexus about favorite mods. Opening Scene Overhaul which I think would be really nice for competition's... I know most of us use some kind of "alternate start" mod.. this look's to make a purely vanilla start more interesting. I plan on using it for Competition's only...but that will make it all the more special... and maybe that one CW play through that I keep saying I need to do. Opening Scene Overhaul Original Skyrim version. Edited by Areial, Nov 18 2016, 08:06 AM.
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| Sakiri | Nov 18 2016, 02:53 PM Post #194 |
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Jarl
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I'm having issues with that overhaul. I got to the part where you lower the bridge and Ralof and Ulfric are just standing around like idiots with their thumbs up their asses. Can't get either to move. |
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| Areial | Nov 18 2016, 03:28 PM Post #195 |
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Et'Ada
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I have not downloaded it yet, but PM the mod author and let him know.... :pst: be nice, he's 17... |
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| Brambleberry | Nov 18 2016, 03:35 PM Post #196 |
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Jarl
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Got all the way through to the bear. Then after I killed the bear Ralof stayed in sneak mode and would not continue out the cave. I just went on out and he spawned as usual. Only the one minor issue and it was fun to hear the different dialog, but anything that increases the duration of the opening cart scene isn't something I'm keen on and I'll probably go back to LAL for now. Thanks for sharing the find Areial. I always enjoy trying new stuff even if it's not a long term keeper! :) |
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| Sakiri | Nov 18 2016, 04:05 PM Post #197 |
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Jarl
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Apparently you can just keep going if he gets stuck at the bear. Reloading saves also apparently can fix it. Seems to be a script that doesn't fire sometimes maybe? |
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| Areial | Nov 18 2016, 05:33 PM Post #198 |
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Et'Ada
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Yer welcome Bram... I was thinking DiD competition. .. be a nice change. |
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| Brambleberry | Nov 18 2016, 09:49 PM Post #199 |
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Jarl
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K, found discussion on Nexus. Going to manually install as usual! :) Edited by Brambleberry, Nov 18 2016, 09:51 PM.
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| Serethil | Nov 18 2016, 09:53 PM Post #200 |
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Et'Ada
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Well.... are you using NMM? If so, just have NMM install it and you'll get the fomod popup. VERY easy to use. Just follow the prompts. Now.... if you're not using NMM (and I'm not, but I seriously WANT True Eyes) you'll have to figure out how to install manually. I didn't know it had gone to fomod - damn. Anyway, if you have to do a manual install, if you wait until I get it, I'll post how to do it manually. Could be a couple weeks though. [[Oh, well then! No worries!]] Edited by Serethil, Nov 18 2016, 09:54 PM.
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