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Tapjor reacted to a file: Hana's HD Ore Veins
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East Empire Expansion - Provincial Courier Service Patch
spacedroner posted a file in Patches & Fixes
Version 1.0.0
1 download
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.-
- patch
- verified creation
- (and 3 more)
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Version 3.1.17 Fixed 2 wall meshes for Riften that had broken material types.
- 135 replies
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- skyrim
- restoration
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(and 1 more)
Tagged with:
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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)
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ChrisTheChrisp started following Expanded Towns and Cities SSE
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Load issue after Unofficial Fallout 4 patch update 4/29/24
LordRevic posted a topic in Unofficial Fallout 4 Patch
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. -
Problem with mod Valenwood Islands, and big one
ghastley replied to kostarum's topic in Mod Support and Discussions
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. -
dipushiito started following Arthmoor
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Problem with mod Valenwood Islands, and big one
kostarum posted a topic in Mod Support and Discussions
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 ) -
TIRED_MAN_2077 started following Gruffydd's Signs and Posters
- Last week
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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. -
Wyre Bash not letting me use custom mod
Terry McProblems replied to Terry McProblems's topic in Mod Support and Discussions
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. -
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mcfinnie63 changed their profile photo
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Wyre Bash not letting me use custom mod
Wolfborn replied to Terry McProblems's topic in Mod Support and Discussions
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. -
Wyre Bash not letting me use custom mod
Terry McProblems replied to Terry McProblems's topic in Mod Support and Discussions
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. -
Wyre Bash not letting me use custom mod
SigurĂ° Stormhand replied to Terry McProblems's topic in Mod Support and Discussions
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? -
Velos changed their profile photo
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Velos started following Arthmoor
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Margierytka changed their profile photo
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mortis41 started following Unofficial Compatibility Patch - Everyone's Best Friend and UFO4P
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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.
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okay but you dont have to be rude
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Installing the Mod - Unofficial Fallout 4 Patch
EllieCat replied to EllieCat's topic in Mod Support and Discussions
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 -
Installing the Mod - Unofficial Fallout 4 Patch
Arthmoor replied to EllieCat's topic in Mod Support and Discussions
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. -
Hana started following Installing the Mod - Unofficial Fallout 4 Patch
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Installing the Mod - Unofficial Fallout 4 Patch
Hana replied to EllieCat's topic in Mod Support and Discussions
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. -
Installing the Mod - Unofficial Fallout 4 Patch
EllieCat posted a topic in Mod Support and Discussions
Hi Hi, I'm trying to install this mod but I don't understand some things. https://www.nexusmods.com/fallout4/mods/4598 my game version (gog.com): "fallout_4_game_of_the_year_edition_1.10.163.0_(64bit)_(66700)" + czech translate: https://github.com/prekladyher/fallout4-cestina/releases/download/1.1.0/fallout4-cestina-1.1.0.zip Use: mod organizer v2.5.0 https://github.com/ModOrganizer2/modorganizer I see that I need to install these requirements for the mod: I thought it would download automatically, do I have to install everything manually? these packages are not active is that ok? - and what do they actually mean? Thanks :-) -
EllieCat changed their profile photo
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Wyre Bash not letting me use custom mod
Terry McProblems replied to Terry McProblems's topic in Mod Support and Discussions
Well, I go on Wyrebash, launch the Oblivion Creation Kit, enable Oblvion and it's DLC, then I try to simply edit the values of weight and price, and save. Then when it doesn't crash, Wyrebash says the file is corrupted, and I can't use it. If I'm missing something obvious, let me know. -
nsm0220, there is no magic bullet. Turning a *.esp into a *.esl is currently a manual process and must be done one file at a time. With that, you have been given two sources of information, one being a guide and the other the documentation for the tool referenced in the guide. Do your homework so our futures may hold some hope for an intelligent discussion. As to your list, go find your own answers. I have neither the time nor the inclination (nor the bandwidth) to download and review all those mods. Nor do I imagine anyone else is willing to do your homework for you. Now, off with you. Go find your answers in the material provided. In short, RTFM.
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Wyre Bash not letting me use custom mod
SigurĂ° Stormhand replied to Terry McProblems's topic in Mod Support and Discussions
Does this happen with every mod you create? If so, there might be something wrong with your process. Does the mod open in the CS still? How is the mod created? -
Open Cities and Fishing Quest (Two of a Kind)
Wolfpack49 replied to Wolfpack49's topic in Mod Support and Discussions
A bit more information -- I did a test setstage to move the quest along, read the note, and went to the next location in Whiterun next to Dragonreach. The quest didn't register that I had found the treasure for stage 200, though I was able to see and interact with the objects in that location just fine. So it may be the quest markers that are the issue: Skyrim:Two of a Kind - The Unofficial Elder Scrolls Pages (UESP) -
[RELz/WIPz] Unofficial Fallout 4 Patch [UFO4P]
Arthmoor replied to Arthmoor's topic in Unofficial Fallout 4 Patch
With the big NG update today we've now updated the UFO4P to version 2.1.6. First post has the details, and there are many.