
Kelsenellenelvian
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About Kelsenellenelvian
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Awesome! Thank you so very much. That one is a huge pain in my ass. Every time I work with those entries I have to go into the creation kit and reset them.
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So I have found a minor issue that prevents some work I am doing. In the creation kit you can set an enchantment value for a hazard entry and it does work fine in game but xedit freaks out whenever it sees a ench value there. Is there any way to fix this? [00:08] SUM_Weapon_Des_Hazard_FireHazard "Fire" [HAZD:0611A248] [00:08] HAZD \ DATA - Data \ Spell -> Found a ENCH reference, expected: NULL,SPEL [00:08] SUM_Weapon_Des_Hazard_ShockHazard "Shock" [HAZD:0611A249] [00:08] HAZD \ DATA - Data \ Spell -> Found a ENCH reference, expected: NULL,SPEL [00:08] SUM_Weapon_Des_Hazard_FrostHazard "Frost" [HAZD:0611A24A] [00:08] HAZD \ DATA - Data \ Spell -> Found a ENCH reference, expected: NULL,SPEL
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[Skyrim SE] Things to know when converting standard mods to SSE
Kelsenellenelvian replied to Arthmoor's topic in Knowledge Base
You are welcome. My mind is a vast repository of almost useless knowledge. (I tend to read and retain all the time like ALL THE TIME I browse and read stuff like this most of my time) but sometimes things like that really come in handy to know. -
[Skyrim SE] Things to know when converting standard mods to SSE
Kelsenellenelvian replied to Arthmoor's topic in Knowledge Base
I remember finding out about it just after SSE release on the Grey cowl of nocturnal discussion thread over at nexus. This was a year ago but there was a couple of mods back then that I read about having the issue. It was ones that were all adding new worldspaces. I think Falskaar had it also. Heres a reddit on it = -
[Skyrim SE] Things to know when converting standard mods to SSE
Kelsenellenelvian replied to Arthmoor's topic in Knowledge Base
I remember finding out about it just after SSE release on the Grey cowl of nocturnal discussion thread over at nexus. This was a year ago but there was a couple of mods back then that I read about having the issue. It was ones that were all adding new worldspaces. I think Falskaar had it also. -
Kelsenellenelvian reacted to a post in a topic: [Skyrim SE] Things to know when converting standard mods to SSE
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mrPron reacted to a post in a topic: [Skyrim SE] Things to know when converting standard mods to SSE
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Hell yeah!!!
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[Skyrim SE] Things to know when converting standard mods to SSE
Kelsenellenelvian replied to Arthmoor's topic in Knowledge Base
Your cell names and world-names likely have underscores in them "_" using ssedit go in and remove all underscore from the editor id names. This was found to be a issue shortly after release and AFAIK was never fixed as it is a engine based issue. It caused the exact issue you are relating too. -
[RELz/WIPz] Unofficial Skyrim Legendary Edition Patch [USLEEP]
Kelsenellenelvian replied to Arthmoor's topic in Unofficial Skyrim Patches
Thanks that is more than I thought. -
[RELz/WIPz] Unofficial Skyrim Legendary Edition Patch [USLEEP]
Kelsenellenelvian replied to Arthmoor's topic in Unofficial Skyrim Patches
Interesting question here: HOW many total fixes are included in USLEEP? Like in the whole package? That would included the fixes carried over from the 4 DLC based patches when the Legendary patch was made. I would like to know the number... -
Dropping SLE and move on to SSE for good?
Kelsenellenelvian replied to Leonardo's topic in Mod Support and Discussions
All of my LE mods will be following a similar vein also. I am not saying they will no longer get any updates but they will be on a back burner after the end of the year and new features are unlikely to happen. Fixes will still be added. -
Please optimize background image; it's 4.5M!
Kelsenellenelvian replied to fireundubh's topic in Site Issues
Maybe at the least provide a no image style background option? -
I know there is the script to add to editor ids but does anyone know of or have a script to remove parts from editor ids? (just from the begging or the end)
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I am also having a couple of issues with facegen in the SSE creationkit. It generates all of the files but for vanilla characters (The courier for example) it still puts the gen files under the mods name not skyrim.esm this is leaving the black head bug unless the files are moved manually. Any ideas?
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[Skyrim Special Edition] Official Patch 1.5.39
Kelsenellenelvian replied to Arthmoor's topic in General Discussion
Still can't help the feeling they re doing their best to hamper the skse64 efforts without OUTRIGHT murdering it.... -
Sclero's Farmhouse Kit
Kelsenellenelvian commented on Sclerocephalus's gallery album in Members Albums Category