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  1. Yesterday
  2. For Xbox One: 1. At main menu, press [Y] to Change Profile. 2. Press the Add guest button, and stay logged in as Gamertag+1 3. Back to main menu and press MODS. 4. The game will attempt to load, and then crash to desktop. 5. While still as guest (Gamertag+1) start Skyrim again. 6. At main menu, change profile again back to Gamertag. 7. Press mods and continue. This should get past the "the operation could not be completed" message. Should be no need to clear reserve space, but hard resets are always good practice. If it is successful, do all your downloading and load ordering right then as this doesn't last between sessions.
  3. Joat_Mon

    SKSE SSE Update

    SKSE for SSE was updated again yesterday (10 Dec 2018), version is now 2.0.12 - fix backcompat on task interface
  4. alt3rn1ty

    X4 Foundations - GOG / Steam Relz 30-11-18

    More update news about versions 1.5 and 2.0 to come (currently testing 1.32 beta 1 which should get released soon)
  5. That's a server issue on Bethesda's end that causes that. I keep forgetting what the solution is, but I know it involves a hard reset and probably clearing reserve space.
  6. Arthmoor

    [RELz] LOOT - Load Order Optimisation Tool

    The test builds of Wrye Bash available on their Discord channel will do. ESL flagged files will be marked pink, those that can be safely converted will be marked in green.
  7. bubbawood

    [RELz] LOOT - Load Order Optimisation Tool

    @horkerborn, thank you for the response. I follow what you say. Please tell me -- what is the best way to identify which mod has the ESL? Anything faster and as effective as opening each mod in SSEEdit to check for the ESL flag? I look forward to your response.
  8. (XBOX 1 USER) when i updated it and it completed it said i didnt have enough space. but i have over 800 MB and then when i hit download again it says this operation could not be completed
  9. Last week
  10. With the changes to Covenant item ownership and turrets in the Beta (2.0.6), will this conflict with the mod "Safely Scrap Covenant Turrets"? https://www.nexusmods.com/fallout4/mods/7934 Once you have control over the Covenant workshop, will remaining intact turrets become non-hostile to the player and count toward the settlement defense?
  11. Arthmoor

    Fallout 3: Accidentally cleaned DLC files.

    Up to you, but cleaning them has no downsides and it'll avoid possible issues from the deleted records in them.
  12. Bambacha

    Fallout 3: Accidentally cleaned DLC files.

    Ah, thanks. That is a relief indeed. I suppose I can leave the FONV DLCs dirty or should I clean them too?
  13. Arthmoor

    [RELz] LOOT - Load Order Optimisation Tool

    On your message about light masters, you've got mods which have the ESL flag on them and are also using up the FE slot with something else. You need to get rid of that something else. The FE slot is not usable by normal mods in SSE or FO4 because it's reserved by the engine for ESL flagged plugin files. If you don't resolve the error it's giving you, you will end up with corrupted saves. It also has nothing to do with Steam Workshop because SSE does not use it.
  14. bubbawood

    [RELz] LOOT - Load Order Optimisation Tool

    All: While modding SSE, I am getting the following message from MO2: Failed to sort plugins. Details: Cyclic interaction detected between "RSC Keld-Nar Patch.esp" and "Complete Alchemy & Cooking Overhaul.esp". Back cycle: Complete Alchemy & Cooking Overhaul.esp, Black Sacrament Armor - Consistency Patch.esp, Immersive Citizens - AI Overhaul.esp, CFTO.esp, Keld-Nar.esp, RSC Keld-Nar Patch.esp Visual inspection of the dependencies does not seem to support the error message. How should I best go about debugging this load order? Please advise. Version 0.13.6 (build e013793f)
  15. bubbawood

    [RELz] LOOT - Load Order Optimisation Tool

    All: While modding SSE, I am getting the following message from MO2 'You have a normal plugin and at least one light master sharing the FE load order index. Deactivate a normal plugin or all your light masters to avoid potential issues.' I have not engaged any of the Steam Workshop mods, so not sure why this may be happening. That said, how can I identify the specific mods that are causing this error. I have tried some trial & error, reduced & retry, without success. Version 0.13.6 (build e013793f)
  16. Arthmoor

    Fallout 3: Accidentally cleaned DLC files.

    No, you'll be fine. There would be no logical reason for a mod to demand that you have dirty DLCs other than deep seated misinformation.
  17. Jakonafiro

    Wrye Bash - All Games

    Good morning, today when I tried using Wrye Bash to play Oblivion it pop up whit this information: Traceback (most recent call last): File "bash\bash.pyo", line 227, in main File "bash\bash.pyo", line 393, in _main File "bash\basher\__init__.pyo", line 3981, in Init File "bash\basher\__init__.pyo", line 4017, in InitData File "bash\bosh\__init__.pyo", line 1735, in __init__ File "bash\bosh\__init__.pyo", line 1268, in __init__ File "bash\bosh\__init__.pyo", line 1350, in _initDB File "bash\bosh\__init__.pyo", line 1263, in _initDB File "bash\bolt.pyo", line 1720, in __init__ File "bash\bolt.pyo", line 1512, in load UnpicklingError: A load persistent id instruction was encountered, but no persistent_load function was specified. I don´t remember doing anything with the configuration or the files in wrye bash. I´m using the latest version of wrye bash from Nexus.
  18. I was reinstalling Fallout 3 and Fallout New Vegas recently along with mods and when it came to order the mods, I fired up LOOT to do the job. LOOT suggested to clean some mods, but to my absent-mindedness, not only I cleaned the mods, I cleaned the DLCs too. I did that only for Fallout 3 before I realized my horrible mistake. Here is the Fallout New Vegas LOOT: And here is the Fallout 3 one: . Seeing that I'm using mods that utilize the DLCs' esms, would I have a problem with the DLC? I read somewhere that mods that are based on DLCs demand the uncleaned DLC esm to work properly. Do I need to reinstall Fallout 3 again or am I in the clear?
  19. Moon Amulet Doesn't Appear in the location it points to show it's at. I playing Skyrim on the PS4.
  20. I see the updates have come out. Will the esp for ps4 be downloadable here in the future? Want to take a crack at sorting out the categories in smithing to my liking for PS4.
  21. alt3rn1ty

    X4 Foundations - GOG / Steam Relz 30-11-18

    I have a tip for anyone playing this that may not be too obvious : During the main quest, you may have need to swap pilots around between ships. I had the starter ship and one I bought, so (without giving any spoilers) it will become apparent why swapping is required if you are in the same situation. To move crew around between two ships, they both need to be docked on the same station. Whats not so obvious is how to get the second ship to dock if its following you around in Defence mode as a wing man. If you are sat in the pilot seat of one ship, you cant order the second ship to dock. If you get up, you cant order the second ship to dock .. If you get out of the ship, and stand on the dock, you can then access the map, right click the wing man, and now you will have the option to "Dock at my location". Now because both ships are docked, the crew / pilots can be changed about. But also note the ships have to be on the dock, and not stowed inside the station, if they become stowed you need to summon them both back up onto the dock again. I've made a post for Egosofts attention that this is not really obvious if you dont accidently walk onto the dock and find out about the suddenly available extra command for the remote guidance of the ship. The whole part of this mission is a bit of a puzzle to solve, as is a lot of mission stages in Egosoft games which is part of the attraction of them, they make you think in some cases to achieve the aim. But this needed to be accidently found which I dont think ought to be part of the overall puzzle. Edit : Apparently there is a command "Dock at .." which I must have missed, will check it out when I get home later. I think I probably need new glasses
  22. Arthmoor

    The Outer Worlds

    Not overly fond of the Hub based approach to things, but at least it's an acknowledgment that they don't do open world well so they're playing to their strengths. Looks good. I just hope the company doesn't get sucked in to the anti-BGS trolling like it seems some of their former colleagues are engaging in.
  23. alt3rn1ty

    The Outer Worlds

    From Obsidian and the original guys behind Fallout before Bethesda got hold of it, new game in development The Outer Worlds, looks promising : PCGamer speculations https://www.pcgamer.com/uk/obsidians-the-outer-worlds-blends-firefly-and-fallout-into-a-bold-open-ended-sci-fi-rpg/ and Ars technica https://arstechnica.com/gaming/2018/12/obsidian-announces-the-outer-worlds-frames-it-as-fallout-new-vegas-in-space/ Really looking forward to Obsidians humour and good game balance again .. and here's hoping its on GOG
  24. After Declining the Vampire Lord Gift and bring send outside the castle. The Dawnguard quest to progress the story doesn't appear. I'm playing on the PS4
  25. Perfect timing. Another mod that needs to be updated.
  26. My bad, why didn't I thought of that. Anyway, time to update SSE then install it.
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