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[RELz] LOOT - Load Order Optimisation Tool
ZZZ02 replied to WrinklyNinja's topic in Tools of the Trade
Noticed an incompatibility between the Mods Kaidan 2 and Blackthorn buildable town both heavily edit the same area but were never mentioned on loot (or I just missed them). I found a 3rd party patch here https://www.nexusmods.com/skyrimspecialedition/mods/66965?tab=description. Also the author of the patch says it is best to load blackthorn after the kaidan mods then their patch. -
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Of course i'm going to get the 1.179 GOG version (without DRM...) and mod it as usual. But ALONG other versions, so I still can play with a majority of mods I like even if they don't match with the updated engine. Step by step. I lost a lot switching from LE to SE (LE is perfect for me despite its 32 bits limitations), less from SE to AE - (but long time before some good things updated), now I get cautious. That's why I switched to GOG - and will never return to Steam. The updated engine may bring better performance and open new doors, why not, i will see. It doesn't justify tons of forced CC addons that a large majority of users don't find useful. Some I use, some even I like, others not, but the problem lays in a few invasive quest addons like S&S which just damage for me the quality of the game. That's the great thing with 'Curation Club', it allows you to choose the CC content you want to use. Nothing about updated or not updated engine, on the contrary, this gives a better reason for updating whithout reluctancy. A some point you may consider that nearly 90% of available mods just add or remove some content... Long ago and till now, major quest - for instance 'Dark Brotherhood', the Civil War, even many aspects of the main quest - have been heavily modified to ameliorate the game according to the taste of some users. Also, most great mods keep a bare version as 'main' and add patches to adapt to diverse addons, DLCs or other mods, and we feel pretty well with it. I just though LAL could work the same. You even opened the door to allow users to add their own fancy start : fantastic idea ! How many modders do that ? I immensely appreciate your work.
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[RELz] LOOT - Load Order Optimisation Tool
shvetsov0711 replied to WrinklyNinja's topic in Tools of the Trade
Hello. Please tell me the address of the file where LOOT saves user records about the loading order? -
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Hi Arthmoor, I can't play Skyrim (either LE or SE) whithout your mod - and "Books of Dibella" added. Right now I'm using the 1.659 (GOG) version of SE - DRM-free, with your mod of couse, working pretty well. The .esp is dated 26/05/2023 but alas I don't remember the version number. I also keep DRM-free copy of 1.359 GOG AE. And I plan to mod again the classical SE (pre-AE). Here my question : where to find previous LAL versions if needed ? Today I installed the wonderful 'Curation club' mod which allows me to choose which DLC I want to add or remove among the forced CC addons. - But my LAL version has already included some CC content as masterfiles : Fishing, Curios, Survival and Saints & Seducers. As I want to play especially without the last one (S&S), I have to remove the dependency - I doubt I can - or take a previous AE version before the S&S addon.
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BelakSiwel started following Arthmoor
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This town could really use some extra love, starting with an actual namesake creek (or at least one of those streams coming out of the cliff) possibly going into a small pond, possibly with a few cool fishes and a few cool bugs around/over it. And then the alchemist could have some homegrown stuff nearby. Assuming this would be mostly a trapper village, some basic equipment like a tanning rack and whatnot would also make a lot of sense. Last but not least, a few lanterns would go a long way at night. I love your town expansions/restorations the most because your never go overboard with fluff all over the place like JKs, (even got your Morthal expansion on PC) but this one could actually use some; it is a bit dry. Telengard, Keld-Nar and Granite Hill have much more character and look more lived in. Keep it up and thanks for all the hard work!
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- helarchen creek
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Hi all, Encountered this error when trying to launch WB for Fallout 4: Traceback (most recent call last): File "bash\bash.py", line 524, in main File "bash\bash.py", line 692, in _main File "bash\basher\__init__.py", line 4193, in Init File "bash\bosh\__init__.py", line 3517, in init_stores File "bash\bosh\__init__.py", line 3130, in __init__ File "bash\bosh\__init__.py", line 1571, in __init__ File "bash\bosh\__init__.py", line 3202, in refresh File "bash\bosh\__init__.py", line 1732, in refresh File "bash\bosh\__init__.py", line 1596, in refresh File "bash\bosh\__init__.py", line 1629, in new_info File "bash\bosh\__init__.py", line 1234, in __init__ File "bash\bosh\__init__.py", line 266, in __init__ File "bash\bosh\__init__.py", line 228, in __init__ File "bash\bolt.py", line 1850, in __init__ File "bash\bolt.py", line 1665, in __init__ File "bash\bosh\__init__.py", line 277, in _reset_cache File "bash\bosh\__init__.py", line 1265, in readHeader File "bash\bosh\save_headers.py", line 236, in __init__ File "bash\bosh\save_headers.py", line 244, in read_save_header File "bash\bosh\save_headers.py", line 263, in load_header File "bash\bosh\save_headers.py", line 567, in _load_masters File "bash\bosh\save_headers.py", line 441, in _load_masters File "bash\bosh\save_headers.py", line 254, in _load_from_unpackers TypeError: descriptor 'tell' for '_io.BytesIO' objects doesn't apply to a '_io.BufferedReader' object BashBugDump.log attached. BashBugDump.log
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- bashed patch
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I was never happy with the Tundra around Whiterun and no grassmod I ever used is satisfying. So guess what! Started to create my own grassmod. Here comes Tundra Grassification WIP! Grass is not so high and big like that in other grassmods, and it's very dense. I use mostly small filigran flowers and unique grass types. Pfffhh, I underestimated the huge area of the Tundra . This will take a while until it's finished.
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Arthmoor changed their profile photo
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MOB2 started following Alternate Start - Live Another Life
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Fixes Recommended in Addition to the USSEP
jbrianj replied to Arthmoor's topic in Unofficial Skyrim Special Edition Patch
Agreed on this one. Scrambled Bugs removed the magic effect fix from their mod to prevent overlap between that and Bug Fixes SSE. That fix is quite important for mod lists using magic effect conditions to achieve things. See: Scrambled Bugs: Bug Fixes SSE That plus the fact that any fix can be disabled. The first and second fix are required by some mods to work correctly. The third fix could be seen as a gameplay change, as it does make an indirect change to Speech XP. The last one is just convenience as most people will have known this bug by now and never sell whole quantities of items, which with this fix you can now safely do again without missing out on Speech XP. I think the first two fixes are pretty crucial to say that this fits this list. I believe the first one could even affect a vanilla save, but not sure if vanilla uses long-standing (more than 72h) magic effects with conditions. If that's the case then I'd DEFINITELY say add this to the list. -
Hey thank you so much for the mod and for reuploading it here!! I was wondering if you could get permission from Dirtnap to also upload his amazing replacer here because I tried to downloading it from the webarchive link you provided but can create a user because they never send a verfication email and by checking reddit it seems like others are facing the same problem. again thank you
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Two years old? Nonsense! That said, they're now rerunning this year's expeditions for the next six weeks or so. Get 'em while they're hot and crispy! And crisp up some alien bugs while you're at it.
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Neko-san started following Arthmoor
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Expanded Towns and Cities SSE
andr3w1sh commented on missjennabee's file in Cities, Towns & Villages
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Unfortunately, the best place might be to inquire at the Discord, as 3.13X isn't posted at Github either.
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- bashed patch
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Hi, while I was able to DL this file from the DropBox link on page 1, I cannot seem to see the changelog for this build, even after logging into Discord. Would someone be kind enough to list the changes or at least a direct link? Also, any opinions on where I should update from Wrye Bash 313.202406141906 - Installer (WIP)? That version has been working for me. Thanks!
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This will be an album of success as I map out various infrastructure I get taken by when things work out very well. Currently I'm trying to cram as much villages and infrastructure into a load order as I can, so it really changes the tamriel world space a lot. There may be mistakes in the background, but the focus of the picture may be what I'm trying to capture. At this point mostly seeing if I can get various town, villages, farms, UL, Hesu, and quests all jiving. Will add more details later.
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Which is obviously in their business interest. They still have to abide by anti-trust laws though. They apply to everyone, not just Big Tech Corporations. If you abuse a certain monopoly (in this case modding) then that is anti-competitive behavior. This smells like anti-competitive behavior.
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[Skyrim SE Creation Kit] Official Patch 1.6.1378
DayDreamer replied to Arthmoor's topic in General Discussion
Changes reported on Reddit: Guess we'll all need to re-copy over the current script source, then the SKSE script source, then the USSEP script source? -
Further updates:
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DayDreamer started following [Skyrim SE Creation Kit] Official Patch 1.6.1378
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I have finally begun working on adding "Lago", a town from Clint Eastwood's western film "High Plains Drifter". Check it out.