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  3. Psymon

    Psymon getting it wrong

    Just a random collection of mistakes I make in trying mod combos or generating mistakes with tes4ll or some other question I havn't answered yet. Images here may or may not last long and some may be taken down if there is no reason after a time
  4. Yesterday
  5. Psymon

    Psymon's Cartography

    Unlike the album getting it wrong, these screens will attempt to show off getting it correct, or you know ... well enough to be expected depending on how complete the mods are. The goal here is to move toward a better cartography regarding mapping out mod compatibilities. I've taken to editing my own .psd cell grid map to outline what mods affect what cells, so no longer just loading the mod into the game, looking for a patch, then going to see how it looks in game, or more clumsily in the CS, Now I map out the cells altered and then look for patches and less going in game to see if there are problems. The upside being that it could then be faster at identifying what mods have the most conflicts and what groupings or arrangements of mods require the least amount of patching as well as finding great balance between the types of mods altering the tamriel world space. What would be great is a cartographers guild or Oblivion real estate where modders could add their own layers to a group map that is passed around. The advantages for the mod users already outlined and at least one advantage of the mod maker is to outline what areas are more open to modding without conflicts. This to me is way faster than reading over all the descriptions and then looking in edit. This is meant to compliment what Vorians and others have contributed. As for color schemes I plan to as much as possible leave that color scheme alone. This is more about finding conflicts with infrastructure, but of course it will eventually include accounting for regional and landsacpe mods as well. The method by which I'm using is this: 1. Grab this .psd file. 2. Open a group of mods in TES4Edit. Within each mod scroll to the world space mods, then rearange the columns such that ordered reading of the cells affected are displayed. Only concerning the tamriel world space. 3. Use an image editor that can work with .psd files. (that is proprietary Photo Shop file). In terms of freeware I have been able to work on them with Gimp and to a lesser degree paint.NET after adding an add on allowing for it. I've heard infra can work too, never tried. With Gimp it wants to save the results as an .xfc file but you can export your work as a .psd file at any point. 4. Each mod being a separate layer. The following are the steps for Gimp: First make sure the layers you need are visible, then add a new later named after the mod you want to map. find the cells in question then draw a rectangle over said cells, Then right click inside the rectangle and choose fill BG (back ground). The amount of this greatly varies. Apparently there are few different thoughts as to what counts as to whether a cell gets highlighted. I opted for anything short of just placing a creature or NPC in a cell. Meaning that even a pathgrid or landscape height alteration gets included. Pathgrids may not be important if you play without companions or all in the wilds, but they can be more essential for any where NPCs need pathing.The philosophy of patching is beyond the scope of just mapping potential problems. The color scheme I'm so far following will be something like: Tan or bright beige = Legion or guard oriented mods that ad legionaries or overhauls the forts. Also since there is much overlap ... any dungeons that affect only forts. Most don't so this is the Empire's military hand being present. Blue colors = Infrastructure. This will including city mods, including eventually even OCR, but mostly the initial focus will be on mapping out the various mod added villages. Green = UL and region landscape mods. This is in keeping with UL patching project, which also uses red and yellow for planned and WIP UL projects. I will probably ignore those for now. Red or Purple = quest mods. Figure that out later. On the tip of my tongue is the notion that if the primary colors can be done right then the resulting colors of their overlays would indicate what sort of patch or where to look for one could then result. Probably not, but worth considering for that synergistic effect. I could be wrong but I think this map is based on this layered image affects. Imagine going to a site and either by options or typing in nexus mod id #s having cell grid map out all the areas affected. It could be a new way of shopping for mods or planning that load order that is just so. Also I may take all this down if the mods say this is out of the scope of a gallery. Not wanting to abuse this feature here. Updates may be sporadic. Also if anyone has an idea of how to create a similar cell grid map to incorprate all of TWMP or knows of one ,,, please let me know.
  6. Last week
  7. Arthmoor

    [Starfield] Official Patch 1.11.33

    Starfield Update 1.11.33 [Steam Beta] New Features Improved surface maps - We’ve heard your feedback, and we’ve made some big improvements to surface maps, so you’ll always know just where to go and no longer “get lost” on the way to your parents’ place (and they weren’t buying that excuse anyway, you should really go visit them). New gameplay options - For those of you who like a bit of an extra challenge or want to make some aspects of the game easier, you can customize your experience with brand new options in the Settings menu. Want to make ground combat harder but ship combat easier? You can do just that! Added Ship Decoration mode to the interior of Ships – now you can decorate your ships just like you can with Outposts! Added Tabs to Container menus to make managing your inventory easier. Added the ability to change Traits and appearance after entering the Unity. Added Dialogue camera toggle in the Settings. Added Display settings for Xbox Series X to prioritize Visuals or Performance (Series X). BUG FIXES General General Stability and Performance improvements. General improvements for Character fleeing, avoidance and pathfinding. Fixed various issues with object placement. Gameplay Fixed an issue that could cause a ship's maximum shield capacity to appear decreased after loading a save with certain assigned crew. Fixed an issue where invisibility could persist on a companion’s weapon after invisibility effect ended. Scanning flora/fauna XP is now also awarded via harvesting/killing. Resolved an issue with unintended harvest items appearing in flora from blended biomes. Addressed an issue that prevented repeated docking with a previously commandeered ship. Fixed an issue with Class C flight behavior after entering targeting mode while boosting. Addressed an issue that could occur when attempting to dock with a ship as it grav jumps away. Fixed a ship scanner issue that could occasionally display incorrect hostility or crew count. Fixed an issue where docked ships would appear to overlap after loading a save while boarding. Stunned Characters should no longer display the option to talk to them. Fixed an issue that could cause apparel to not display as intended on mannequins. Helmets placed on Mannequins should no longer cull the neck and torso section. Addressed an issue that could cause weapons to duplicate when looting and enemy. Addressed a rare issue that could cause characters to not exit dialogue when attacked. Fixed an issue that could cause the dialogue camera to quickly shift focus when exiting conversations. Neon and Ryujin security should be more diligent on arresting the player for criminal behavior. An Autosave should now be created when fast travelling to the player ship if Save on Travel is enabled. Fixed an issue with sandstorm hazards not working as intended under certain conditions. Fixed an issue with weather changing incorrectly when entering a ship. Addressed an issue related to using the Starborn Power 'Inner Demon' on certain Robot models. Resolved a few issues related to loading a save after using 'Phased Time' power. Fixed an issue with lip-sync while ‘Phased Time’ was active. Fixed a rare issue that could cause legendary Starborn weapons to lose their special effects. Resolved an issue that could prevent storing items in containers aboard the Razorleaf. Addressed an issue that could cause the player to appear as if they were in zero gravity after completing a temple. Fixed an issue with Rifle Certification skill that could prevent faster reloading benefit. Resolved issue with certain weapons not being able to fire immediately after they were aimed. Resolved and issue that could cause melee attacks to occur without animation. Fixed a visual issue with the Laser sight emitted from an enemy Magshear. Resolved a weapon visibility issue that could occur when opening the hand scanner with 'Toggle Iron Sight' setting enabled. Fixed a weapon visibility issue that could occur when switching between weapons of different types. Addressed an issue with how the Subtitles from the ECS Constant were displayed. Addressed an issue with gaps appearing on the character when previewing helmets in the Transfer Menu. Resolved and issue that could cause clothing to be seen through the spacesuit after aiming with a scope. Addressed and issue that could cause enemies to receive unintended force when killed. Fixed an issue that could occur when killing a seated character. Loading save should retain camera settings. Addressed an issue that could cause quests to have a much longer cooldown than intended. Resolved an issue where UC ships could still send friendly hails to a member of the Crimson Fleet. Fixed areas of Moara's ship where player could become stuck. Fixed an issue that could cause the desk inside the Ship Services building in Akila to disappear. Fixed an issue that would prevent random ship encounters from landing on planets in some situations. Fixed an issue with the turn counter on the persuasion minigame when dealing with the Star Parcel Freighter. Ship Service Technicians should now return to their normal location if they had previously wandered away. Players who find their way into Benjamin Bayu’s penthouse should now be able to exit properly. Graphics Exterior ship lights should now appear as intended in Photomode and during travel sequences. Fixed various shadow issues (flickering and precision). Fixed an issue that could cause the galaxy map to zoom out to an incorrect extent. (PC). Fixed a rare issue that could cause the ocean to not blend smoothly with the shore. Fixed an issue that could cause the screen to be stretched on 16:10 and 32:10 screens with FSR3 in the character editor (PC). Improved the look of depth of field in specific cases. Fixed subtle flickering that could occur on some on highlighted parts in the ship editor. Improved the look of lighting and shadow under trees. Improved wind direction consistency. Fixed an issue causing the glow of stars to be slightly visible through planets. Fixed a few visual artifacts with some VFX. Improved the look of rain ripples on water. Fixed an issue that could cause missing fog to occur while landing in Neon. Improved flickering artifacts sometimes present with upscaling techniques DLSS, FSR, XeSS (PC). Fixed a few flickering and ghosting issues for FSR3 (PC). Fixed an issue that could cause the game UI to disappear after changing the Borderless Full Screen option when using FSR3 (PC). Fixed an issue that could occasionally cause artifacts during camera transitions. Fixed a rare issue that could cause missing object highlights in the hand scanner. Fixed a rare issue that could cause visible rain effects inside a spaceship. Fixed an issue that could cause water to turn white in New Atlantis when using a particle beam. Adjusting a setting option that read as "Off" to now read as "Low Quality" for motion blur. Adjusted the default value for Ship Third Person FOV. Fixed an issue that could cause weapons on racks or in containers to disappear or change upon re-entering the player’s ship. Outposts Fixed an issue that could cause robots to appear unassigned after deleting the Outpost Crew Station. Addressed an issue with Cargo Link parts not updating orientation after moving a structure at an Outpost. Removed red outline that could sometimes remain on objects after they were repaired at an outpost. Fixed an issue where changing greenhouse flora types in Outposts could disconnect the water input. Resolved an issue with environmental hazards persisting inside outpost structures built in hazard areas. Fixed an issue where greenhouse plants sometimes didn’t move correctly when the greenhouse was relocated. Fixed issues where stairs could sometimes be deleted when deleting objects placed on them at an outpost. Addressed an issue that allowed the player to reach unintended locations by stacking furniture in Outposts. Resolved an issue with storage container auto foundations appearing where stackable containers already exist in Outposts. Fixed an issue with Outpost wires not moving correctly when a wired structure was moved. Addressed an issue that could cause habitat modules to float when supporting structures were removed. Fixed an issue that could unintentionally affect the ambient audio of Outpost items. Fixed an issue with inner-system cargo ships not unloading resources to capacity. Quests Back to the Grind: Fixed an issue that could cause the camera to unintentionally return to first person when exiting the interview seat with Imogene. Breaking the Bank: Fixed an issue where unselected Dialogue options would incorrectly gray out when talking to Chief Purser Murata. Breach of Contract: Resolved the issue where Dr. Keala may not have been present at the intended location. Crew Encounter: Resolved an issue that could cause Betty Howser to not appear in Jake's bar to be hired. Echoes of the Past: Fixed a rare issue that could cause Delgado to get stuck while traversing the canyon. High Price to Pay: Fixed an issue where progression could halt if a United Colonies character was hit during the escape. Hostile Intelligence: Resolved the issue that could cause the Steam Tunnels to become inaccessible if the mission area was left for a long time. Into the Unknown: Addressed an issue that could cause Vladimir to no longer give the Player Temple locations. Into the Unknown: Fixed a rare issue where the temple location would not populate when receiving the “Go to” objective. Legacy’s End: Fixed an issue that could cause Huan Daiyu to not be positioned as intended at the end of the mission. Legacy's End: Fixed in issue that could cause the Crimson Fleet Prisoners to have incorrect idle lines while standing in the Brig of the Vigilance. Legacy's End: Resolved an issue with returning to the Key if a freed prisoner was killed. Loose Ends: Addressed an issue that could cause the scene between Neshar and Neon Security to not occur as intended. No Sudden Moves: Fixed a rare issue that could cause Petrov to get stuck walking to the artifact. One Small Step: Addressed an issue that could cause Vasco to appear stuck in the floor of a commandeered Crimson Fleet ship. One Small Step: Miners should no longer fire on the player in the Vectera mines. One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary. Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse. Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way. Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate. The Best There Is: Fixed an issue that could cause player to incorrectly receive an unintended objective. The Devils You Know: Improved where characters were looking in some scenes. The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear. The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship. War Relics: Addressed an issue that could cause Unit 99 to appear stuck. Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets. Legacy’s End: Resolved an issue that could cause NPCs to be culled depending on where the player is located. Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.
  8. The survival mode is part of the whole base game since long. It's useless and pointless to delete it as it brings the exact problem you are describing. Survival doesn't work as in Fallout 4 for example, it's not a difficulty level setting. If you don't want to use it you just have to answer 'No' at the prompt when exiting Helgen cave (vanilla start). You can also just disable it ingame at will via the associated system/playability setting.
  9. I have a problem. I don't know if this is the right section to ask... I have Skyrim AE, but for a mod I use, I had to remove the survival mode, but now it is marked (on mo2), that the unofficial patch requires the survival mode as master , how can I solve the problem I have?
  10. Sigurð Stormhand

    Wyre Bash not letting me use custom mod

    Try reinstalling the game (and construction set) outside Program Files. If the game is installed in a protected location, that may be why the plugin is not being saved correctly.
  11. Version 1.0.0

    2 downloads

    Fixes the overlap between Provincial Courier Service and the East Empire Expansion verified creation. Moves some of the elements of the EEC Whiterun Camp to mesh better with the courier's house. Originally uploaded this to Nexus on the 'East Empire Expansion - Random Patches' mod page. Since PCS is only available on AFK Mods it made sense to mirror the patch here as well. I meant to upload it here sooner, but forgot. Anyway, if folks want any of my other EEE patches mirrored here I'd be happy to do so.
  12. Arthmoor

    [RELz] Cutting Room Floor

    Version 3.1.17 Fixed 2 wall meshes for Riften that had broken material types.
  13. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim 3.1.13 Riften: The two alley gates on the north side of the city should not have been allowed to respawn, nor should the trigger which controls unlocking them. Riften: Corrected materials for some wall meshes. [meshes\Arthmoor\OpenCitiesSkyrim\Architecture\Riften\ocsrtwall06.nif, meshes\Arthmoor\OpenCitiesSkyrim\Architecture\Riften\ocsriftengateframe.nif, meshes\Arthmoor\OpenCitiesSkyrim\Architecture\Riften\ocsrtcanalgateanimated.nif] (Bug #33728) Markarth: Removed an unnecessarily duplicated rock pile along the city wall. Whiterun: Heimskr's sleep package for after his house is wrecked was still using his old bed as a target. (Bug #33860) Solitude: 00055884, 00085374: Wall lean markers placed underground in Solitude that probably contribute to unexplained NPC deaths in the city. (Bug #33959 - From USSEP)
  14. I apologize in advance if this isn't the proper place to post this but I am currently on a tablet and I cannot put in a notice of a current issue with the update on the bug tracker for some reason. Wouldn't be surprised if this gets taken down. If anyone has experienced this but the recent update has left my fallout 4 unplayable due to whatever update for the patch. I have been stuck on the loading screen, loading up a save and it just sits there. I cannot do anything but simply dashboard and go back into the game at the main menu. I did however go into the mods menu and disabled the mod and then I was able to load up my save and play the game. Enabling the mod and then loading up my save game puts me in a loading screen with no way to bypass it at all. There could be a possible issue with the new added in content for the update of the game but figured I would say something here and if anyone else has experienced this issue yet or not.
  15. Marriage.esp was in the file you downloaded. It just needs to be enabled in your Load order. Don't install patches for compatibility with mods you don't run, either.
  16. Hello, I am new here, so sorry if I have not seen somerhing important. I have big problems with mod Valenwood Islands....game constantly crashes, because some Marriage.esp is missing....and I have downloaded ALL possible patches for this mod, from Nexus mod page for this mod. https://www.nexusmods.com/oblivion/mods/45533?tab=description Look what LOOT says....and there is another one plugin, which I can not find, do not know from where. All this is very annoying, to be honest. Look the picture which I provided. In short, I need very detailed answer, because I do not understand everything in Wrye Bash ( I am using this mod manager to install mods in Oblivion, works good, normally )
  17. Thumbincubation

    Whiterun Stables Tower Home

    Version 1.0.0

    0 downloads

    This is the Whiterun Stables Tower Home mod, with common furnishings and interior navmesh only. The exterior was placed where there was already no vanilla navmesh, and the vanilla exterior navmesh has not been edited. There is no quest or key, just walk in, store your stuff, and sleep.
  18. Terry McProblems

    Wyre Bash not letting me use custom mod

    Tried that, didn't work. Thank you for the suggestion, I appreciate it. If/when I do find a fix/loophole, I will name a notable nameless NPC for each of you.
  19. Arthmoor

    Vergayun

    Vergayun and Sutch have no conflicts with each other at all. Neither of them edits anything in the other.
  20. Dimrot

    Vergayun

    I see it conflicts with sutch village. Should I load it before or after Sutch?
  21. Wolfborn

    Wyre Bash not letting me use custom mod

    Make sure the Construction Set is being allowed to run with full Administrator privileges. I had similar issues when I first started using the CS and that was the cause--it appeared to be working just fine, but the files weren't being saved properly. Allowing it to run as Admin solved the issue. Give that a try and see what happens.
  22. Terry McProblems

    Wyre Bash not letting me use custom mod

    I meant the Oblivion Construction Set, it's not a weird knock off, I'm just a goober. It is the one that came with the game, so yes, it's in Program Files. You had a point about the Wyrebash, but I've just tried making a mod with the Construction Set, and it wouldn't load, and no, I can't load the plugin after I save it. Also, and apologies for leaving this detail out, but I did acidentally download the Construction set twice. I deleted the copy, but could that be causing issues? Or is Construction Set just super busted? I'm sorry If I come across as clueless here, thank you for taking the time to help me.
  23. Sigurð Stormhand

    Wyre Bash not letting me use custom mod

    So just to check, you mean the Oblivion Construction Set, right? If someone sent you a link to a "Creation Kit", that's not for Oblivion (but it will still load the plugins). Now: Are you installed in a protected location like Program Files? Why are you booting the CS via Wrye Bash? Can you load the plugin again after you save it, if you close and reopen the CS?
  24. Scythe Bearer

    how to mark mods as esls

    I tried to be gentle, but you wouldn't listen. So I resorted to a bit of brusque language to try and get you to listen. Think of it as tough love.
  25. Trademark

    Bee Hives

    Hi @Muroj, sorry for the very late response, I haven't been around and it has been a few months since I last played Skyrim SE. I don't quiite recall how I did it.
  26. nsm0220

    how to mark mods as esls

    okay but you dont have to be rude
  27. Thank you for answer, Do you remember that I refused to play the game because of the bugs in the game. I don't need the added content but I wanted to install this mod if it fixes the basic old bugs. so i can press play and play? How do I know that the mod is correctly loaded in the game? excuse me, I'm a total newbie at this
  28. The section you highlighted as "Mods Requiring This File" are other mods which use UFO4P as a master. UFO4P itself does not require those. The section of disabled archives look like the ones that end up in the game distribution due to an error in how Bethesda handled Creation Club stuff years back. Those BA2 files don't belong to anything so you can ignore them.
  29. You only need the 6 DLC requirements, which you have met. The rest are mods that require the Unofficial Patch, not that the Unofficial Patch needs them (everything listed under Mods Requiring this File), so you have everything you need right now. As for the last picture - the CC content - once you acquire (if you desire) those CC mods, those archives will become active. So you're ok as is.
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