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Leonardo

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Posts posted by Leonardo


  1. These coins were created by La♔De♔Da♔Brigadier Graham @ TWC Forum, courtsey to him.

    afCNGA.png

    kenCTe.png

    rlcFX5.png

    [IMG=https://download.sovngarde.se/afCNGA.png]
    
    [IMG=https://download.sovngarde.se/kenCTe.png]
    
    [IMG=https://download.sovngarde.se/rlcFX5.png]

    Feel free to use these coins as smileys in your posts.


  2. 4 hours ago, MyHouseATL said:

    I did pay special attention to mods I converted to make sure they are form 43.  However, I was doing a bash patch when I noticed several mods that came with other mods that still have form 44!  I will convert them and retest to see if that is the cause. I don't believe outlaws is the problem because I have played without it and had the same issue.

    Why you're having the same issue with the outlaws, regardless what mods you are using, is exactly what Arthmoor and Hana said.

    Any mod that has form 44 is what every SSE mods must have, otherwise you'll always have an issue regardless what you do.  Except for not removing form 44 from mods that has form 44 to begin with.


  3. On 9/2/2017 at 2:51 AM, ejnomad07 said:

    66 Shards and I can't find one. :facepalm:

    Use my Skyrim Map Markers mod and you'll find one or two. :whistle:

    On 5/7/2018 at 12:22 AM, Arthmoor said:

    Version 2.0.3

    Skyshards that have not been discovered yet will now emit a humming sound. Due to limitations on how sound works in the game you may still need to be fairly close to one to hear it.
    When touching a Skyshard, a new visual effect and sound will play. Gone is the uneventful thunderclap.
    Selected outdoor Skyshards will now have a highly visible blue beacon over them. Since the beacon object ignores collision it will not be found on shards which are covered by something outside, and shards indoors will have no beacons on them. Beacons will not be visible from a distance, which conforms to their behavior in ESO.

    That's cool and I think you actually did the same thing as the devs used a sound for the Nirnroots in-game.  Maybe the devs also did that in Oblivion, I don't remember now as I haven't played Oblivion for a long a time.

    Argh, I really like the thunderstorm sound and to me it is a *bang* similar to a Concorde sounded when it was in service in the 80's.

    Anyway, thanks for the update mate. :horkercookie:


  4. 1 hour ago, MyHouseATL said:

    Lastly, went through and removed form 44 everywhere I could find it.

    This is likely what's causing your issue, because form 44 is for SSE mods and I think the form 44 is also used for Fallout 4 mods.

    I suggest that you reinstall those mods you removed the form 44 and never touch that again.


  5. 3 hours ago, Arthmoor said:

    Because when you say stuff like "I don't have this problem" you need to know, not guess. Which means you should actually go try laying down a bedroll in a player owned house to see if you come up with the same result.

    I knew it was illegal to sleep in cities, towns and villages hence for not trying that in an owned house, but I had no idea that could trigger an issue in player's owned house due to a setting in Campfire.


  6. 11 hours ago, Arthmoor said:

    Best guess would be Campfire then. Since you say the issue only came up after placing one of its bedrolls.

    I find it odd since I also use Campfire and I am not having this issue.  In fact I never had this issue since the first day I started to use Campfire.

    Maybe cleaning the master files havn't been done and in my case the Skyrim master files is cleaned by following alt's Skyrim master files cleaning guide.

     


  7. 8 hours ago, ez009 said:

    not sure if these are the same warnings you're referring to but:   via dirty weasel  
    https://www.youtube.com/watch?v=q3LB0whktFU

    //Copy and paste into created CreationKitCustom.ini//
    [General]
    bAllowMultipleMasterLoads=1
    [Grass]
    bAllowCreateGrass=1
    bAllowLoadGrass=0

    [Audio]
    bEnableAudio=1
    [Messages]
    bBlockMessageBoxes=1

    //Edit CreationKit.ini under [Archive]//
    Add to at end of sResourceArchiveList= ", Update.bsa"
    Add to at end of SResourceArchiveList2= ", Update.bsa"

    That doesn't hide the Warnings window in the CK. :(

    TBH, if I can't hide that damn Warnings window in the CK then I don't think I can continue working with my mod since it's too annoying.  God dammit Bethesda, fix it. :bat:


  8. So.  I have just launched CK and looking around for a chest I wanted to use for a mod idea, but didn't find what I wanted to use instead I found two chests that I could use and they are.

    LargeChestNoRespawn

    UnownedChest

    Neither chest is what I'm looking for, but I guess that one of these chests would due for the time being.

    I also wanted to have a key for each chest and when the player gets the key a quest marker will appear on the game map without trigger a quest.

    Is that possible and if it is then how do I do it in the CK?


  9. Thanks for sharing another town/village mod. :bigcookie:

    7 hours ago, Arthmoor said:

    Uninstalling

    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

    To remove the mod: Delete the Keld-Nar.esp and Keld-Nar.bsa from your Data folder. Then reload your game as usual.

    I wonder what in earth has your Keld-Nar mod anything to do with the Rorikstead mod. :whistle:

    7 hours ago, Arthmoor said:

    Compatibility

    Will not be compatible with other mods that also modify Rorikstead without a patch.

    I will test this with my Skyrim Map Markers mod since I added a map marker for the Dragon Burial nearby.


  10. On 2017-09-28 at 12:51 PM, Sharlikran said:

    I posted on Fliggerty also but I'd rather just discuss it here.

    And I really miss our discussion we had last year in the WMSA thread, but I understand you have issues in RL and I need to accept that.

    The correct link that I quoted is this.  

    http://mw.modhistory.com/forum/viewtopic.php?f=53&t=3646&start=75


  11. 1 hour ago, Arthmoor said:

    SSE should never have been on that launcher though. It's a Steam title.

    Wait a minute.  What are you talking about?

    I was under the impression that Bethesda.net launcher was for SSE and FO4, at least in the beginning due for hosting mods on Bethesda.net.

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