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  2. Today
  3. to clarify its the loot installer exe not the redist thing
  4. so everytime i try to download loot it gives me an error code along the lines of failed - forbidden or failed - file incomplete and i have no idea how to fix this @WrinklyNinja
  5. Yesterday
  6. So im trying to download loot and when i download it it says something along the lines of failed download and i have no idea what to do and on top of that when its starts downloading and i have hope i stop and isnt downloading but its just stuck in place if i could receive some help on this that would be great also i struggle to follow direction over text so if u could contact me on disord @Toska#2379 that would be great thank u
  7. Last week
  8. May I recommend posting in the official LOOT thread? I don't think the author really looks at threads outside of that. You're more likely to get some help by posting there.
  9. So i recently cleaned some DLC and mods for my SkyrimSE and LOOT says under all my mods "this plugin requires (insert DLC here) to be installed, but its missing." I have all DLC in the local files and i don't have any dirty plugins anymore. However when i start the game i get the crash after launch bug. The source of the bug must be that the DLC isn't installed correctly, how do i fix this?
  10. You would need to download a USSEP translation for your language. While these are available for various languages on PC, I have no idea if they exist at all for XB1. Regardless, we only handle the English version of the patch, so the issue you're describing is out of our control.
  11. Version 1.0.6 Some ownership issues in the Aurrevelus Residence have been corrected.
  12. Version 2.0.6 Fur armor recipes have been added. The vanilla game doesn't include these because they're typically only worn by bandits.
  13. Version 2.0.3 A stray edit in DoomstoneNorthernCoast01 has been removed.
  14. An error occurred while parsing the metadata list(s): yaml-cpp: error at line 2329, column 9: bad conversion: invalid condition syntax: Failed to parse condition "(is_master("3DNPC.esp") and is_master("EnhancedLightsandFX.esp")) or (not is_master("3DNPC.esp") and not is_master("EnhancedLightsandFX.esp"))". Details: An error was encountered while parsing the expression "(is_master(\"3DNPC.esp\") and is_master(\"EnhancedLightsandFX.esp\")) or (not is_master(\"3DNPC.esp\") and not is_master(\"EnhancedLightsandFX.esp\"))": Error in parser: Separated list. Try updating your masterlist to resolve the error. If the error is with your user metadata, this probably happened because an update to LOOT changed its metadata syntax support. Your user metadata will have to be updated manually. To do so, use the 'Open Debug Log Location' in LOOT's main menu to open its data folder, then open your 'userlist.yaml' file in the relevant game folder. You can then edit the metadata it contains with reference to the documentation, which is accessible through LOOT's main menu. You can also seek support on LOOT's forum thread, which is linked to on LOOT's website. well thats about it. i have no idea what happened it was working fine then the next second it reloaded but with this error message
  15. Version 2.2 6 more Skyshards have been added in Blackreach in honor of the Greymoor expansion for ESO. (No, it's not the same Blackreach region as in ESO, but hey) The quests have been shifted to the Miscellaneous journal category. Skyshard beacons have been cut down in size because they were often too tall and too easily given away. They should be more in line with the height of an ESO beacon now.
  16. Here's the HAGS setting in Win 10 2004, which by the looks of it applies to NVidia and AMD new drivers which support it.
  17. v451.48 has been released and has now included the updated Vulkan 1.2 Release notes http://us.download.nvidia.com/Windows/451.48/451.48-nvidia-control-panel-quick-start-guide.pdf Apparently it supports something called .. "Hardware-accelerated GPU Scheduling when used with the Windows 10 May 2020 Update" .. which may be better for Vulkan Games (ymmv) Quote from here https://www.reddit.com/r/nvidia/comments/hf1292/game_ready_studio_driver_45148_faqdiscussion/
  18. Gotta learn Portuguese one day.
  19. We wouldn't accept a patch to remove it (because Tkinter looks way worse than wxPython), but we might work towards allowing multiple GUI backends. If we do that, then you could implement a Tkinter backend (and we'd probably accept the patch).
  20. I played with 2 characters to test this, in the Xbox One version the dialog change the language. For example, the dialog subtitles starts in portuguese (the language i play with) but in the middle change to english, and is not new dialogs, the languages are confliting every time. I do not have much problem with that, but a lot of my friends have to uninstall the mod because they cannot understand what the characters are saying.
  21. The 2.0.17 version you posted about is the latest version of SKSE64.
  22. Earlier
  23. I know this isn't the main intention behind the de-wx'ing issue but, once the work is done, how much work do you think it would take for someone to remove wxPython entirely in favour of, say, Tkinter? The reason I ask is because for the last few years, I have wanted to try run WB through PyPy. However, the main roadblock towards doing so is that wxPython doesn't work with PyPy. There were some efforts to try fix that a number of years ago but they didn't seem to go anywhere.
  24. 3.30 Beta 2 - Fixes a few issues introduced with new changes in beta 1
  25. I might do that, this seems to have happened to other before, see link below. In the meantime, until this gets fixed, its probably a good idea to keep in mind that converting a mod to esl also requires recompiling scripts that have skse registrations in the Init or the MCM, and not in the OnPlayerGameLoad.
  26. Those are both SKSE functions so you may want to bring that to the attention of the development team for that.
  27. I've been doing a bit of testing of my own, converting a couple mods with scripts from esp to esp-fe. I found that there might be another issue with converting to esp-fe. Which is persistency of some registration functions. Specifically RegisterForModEvent and RegisterForKey. When they are placed only in the Init() function, they will run fine on starting a new game or from a clean save. However saving and reloading and the registrations will no longer be there. To bypass this I've been placing the registrations inside of OnPlayerGameLoad. I've only converted a couple mods to esls, so I don't know if there are any more functions that have this behavior. It is also possible that this is due to my setup. The testing I've done is for a compacted esp that works fine, but when the esl flag is ticked the registration issue suddenly occurs.
  28. Removing the flag will simply cause the game to treat it as a normal .esp or .esm file. If the file was originally named with the .esl extension, then changing that to .esm would be preferred to keep it from disrupting its intended load ordering. That said, you need to be aware that VR is a different beast and there won't be alot of mods that can be safely run under those conditions, no matter what folks on reddit may claim.
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