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LeelooMinai started following LM's Rustic Rings
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Version 1.0.0
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I was looking for something else and found those rings on CGTrader. I ported them for myself, but thought people might appreciate if I share them. I used partially textures from the artists and partially I remade them in Substance Painter. It's 6 rings and an AIO. They are unisex, therefore they a bit too large for female hands, but fit the male hands, too. Just like the original vanilla set-up. BC7 4K ring textures, 1K box texture Low Poly meshes BSA archive ESP flagged ESL gonna use your own cubemaps some stones gonna use your glacier textures They don't have individual ground meshes, because you anyway can't find rings on the floor. So I looked, for publish, for a nice box. Which will be the inventory picture, too. The AIO file contains all rings. So you can wear them all at once. I made this a bodyslide file and gave every ring a zap. So you make your own AIO. You can mix and match them how you want. It has no sliders at all, just the zaps. Don't worry about the CBBE in the name of the BodySlide file, it was habit and I realized it only after I packed the whole mod. They don't have fancy names. They gonna be "Old Ring" #. The "AIO rings" is called "Grandmother's Rings". Either use AddItemMenu or console to get them. Credit: Rings - GetDeadEntertainment Box - GamaTauri Applications used: Substance Painter (Darkluke1111 Shaders) Photoshop Nifskope Blender (BadDog plugin) Outfitstudio xedit Permission: No Upload in full, nor partially. If you want to do something with them ask me for permission. Have Fun! Cheers Leeloo/LittleMissF -
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Tasheni reacted to a gallery image: Anvil Bay with TWMP Stirk and valenwood.jpg
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You probably wouldn't notice the issue in normal play on a system like that. It took a very extreme example from Glitchfinder to bring out the problem on PC.
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So I've used this patch religiously since release on many, many play throughs. I'm currently using it with 45 other mods with the latest NG patch and have had zero issues or crashes or studders in the 40+ hours I've been on this save. I was expecting more problems with what mods I'm using, but the game is running the best I've seen in years. Amazingly SS2 hasn't bugged out at all which was hard not to do pre-NG let alone after. Figured I would put my 2 caps worth in after seeing a ton of conflicting statements about the unofficial patch and NG. My system specs: Intel i7-11700k Gigabyte RTX 3080 Ti Gigabyte Z570 Master 64GB Ram Corsair Vengeance Samsung 2TB M.2 OS/Samsung 4TB M.2 Gaming Win 11 23H2
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zenithalleague started following Unofficial Skyrim Legendary Edition Patch and Cutting Room Floor
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Amon started following Help For Adding Cooldowns to Shouts or Spells for my Dragon Mod
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Help For Adding Cooldowns to Shouts or Spells for my Dragon Mod
Amon posted a topic in Mod Support and Discussions
Hey all author of Dragons Use Thu'um here. I am in dire need for assistance. I want to add some sort of cooldown to my dragons so once they use a shout, they won't be able to use that certain shout again until the cooldown is up. I don't know how to approach the situation. I created an empty magic effect (script) and set a duration at the end of shouts spell (didnt work) I selected the "no recast" option did not work as well sadly. How can I give the shouts individual cooldowns so lets say when the dragon uses disarm, he wont be able to use disarm again until cooldown is up, but he can still use other shouts while disarm is under CD. The issue is most shout\spells are DELIVERY: Aimed, or Concentration and the CASTING TYPES are fire and forget so controlling them are harder. With Self Delivery spells and shouts, the cooldowns actually work. Ideas? -A script that removes the used shout and re adds it back to the dragon after the cooldown? (I have very limited scripted knowledge so would need help) -A method that adds some sort of a cooldown to the casted shout so the enemy won't use that shout while its under CD but still use other shouts Kindly requesting help! - Last week
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Satiharu started following Arthmoor
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Try the exe from https://github.com/wrye-bash/wrye-bash/actions/runs/9134341192/artifacts/1514693923 you will need to be logged in to github
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Pkiirsasnha started following Cutting Room Floor
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Etienne in the Wasteland
Images added to a gallery album owned by smr1957 in Members Albums Category
It is not just Skyrim that Etienne finds himself in, but in other planes of the multiverse as well. So here are some pics of Etienne in the FO4 plane - The Wasteland. And like in Skyrim, Etienne can be found travelling with a companion, most often in the Wasteland with Passion. Hope you enjoy these further adventures of Etienne! -
Thanks for updating the thread - I am back online now (at least until the next interruption when they dig up the lines again sometime during the next 2 or 3 weeks).
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BlackSpart started following Fixes Recommended in Addition to the USSEP
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BlackSpart started following Arthmoor
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DeltaStarfire started following Arthmoor
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The merged version would be nearly impossible to use, since it contains everything. For example, I've never been able to get Wolfsborough working; it conflicts with a mod or mods that isn't apparently addressed or is in a faulty way by the patches, most likely UL. I spent many days on that - load order changes, using or not using certain patches, etc, with no luck. Also Seaside Settlement can't be used with OOO & RST together; my comments on that are in here somewhere and MHahn confirmed. And Gnoll Mountain can't be used with Frostcrag Reborn; even w/o Reborn in the mix, I have trouble getting it to work with just Frostcrag Village, so I end up not using Gnoll at all. I think most people will find they can't use all the HESU mods together due to the many conflicts. A merge would be more useful if there was an automated installer to allow the ability to exclude any mods you can't use, and which checks your mods and uses the appropriate patches, like the UL compatibility patch installer does.
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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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Reading random books can start DLC1LD_Misc
Arthmoor replied to BlackPete's topic in Unofficial Skyrim Special Edition Patch
You can upload it here if you want (by PM even if you prefer) and I'll take care of passing it along as a test case. I don't know if it will be fixed or not but if it's never reported then it certainly won't. -
BlackPete started following Reading random books can start DLC1LD_Misc
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Reading random books can start DLC1LD_Misc
BlackPete replied to BlackPete's topic in Unofficial Skyrim Special Edition Patch
Vaguely, yes. That would explain why it seemed so familiar when I ran into this issue the other day. It's possible the same thing happened to me at some point with the Red Eagle quest, but this isn't the first time it has happened with Lost to the Ages. If you think there's a chance Bethesda might look at it, providing a save isn't a problem. I would need to know how to get it to them, though. You must have something in mind. -
There's also this, in a separate window.
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Reading random books can start DLC1LD_Misc
Arthmoor replied to BlackPete's topic in Unofficial Skyrim Special Edition Patch
I don't know if you remember or not, but a similar issue came up 12 years ago with another static note. It had somehow attached itself to the Red Eagle quest even though it had no scripts attached in the CK or anything and wasn't referenced at all. It was never entered into the tracker (probably because we didn't have a reliable one yet) so there's no information about it but in the end we could never figure out how it happened. I don't know if we'd have any better luck with this but it might be possible to get Bethesda's attention on this if you can provide the save game where this is happening. The UPP can't fix it but maybe they can if they can figure out how such a thing happened. -
Wyre Bash not letting me use custom mod
Terry McProblems replied to Terry McProblems's topic in Mod Support and Discussions
Update to the update: I ws wrong. Appearntly, evben when I do it right, it doesn't save. I swear, just when I think I'm done, I get pulled back in. Very frustrating, I swear, if it weren't for your helpfulness, I would've just given up. I'm going to try and install Construction Kit extender and hope that does the trick -
Because most bug reports are for bugs that have already been fixed in WIP builds. For bugs that haven't, it's easier to troubleshoot when your on the WIP build since it's closer to the latest source code. Also, it doesn't look like you attached your BashBugDump.log.
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Reading random books can start DLC1LD_Misc
BlackPete posted a topic in Unofficial Skyrim Special Edition Patch
Sometimes random books/notes, other than The Aetherium Wars, have a script attached (see below) to start DLC1LD_Misc. When read the "Investigate the ruins of Arkngthamz" entry is added to the quest journal. In my latest game this happened when reading the note named "Notice" (0008ACCC). The odd thing is that I read the note towards the start of my game (at level 10 or so) and it didn't trigger the quest, then read it again later (at level 47) and it did trigger the quest. SV console output for attached script: DefaultOnReadSetQuestStageNotAlias: Script state = "" ::myQuest_var = DLC1LD (02005817) ::myStage_var = 10 The reason for bringing this up here is that I seem to remember it being reported in the past, but I haven't been able to locate the bug ticket in the tracker and have also tried searching for a report here on the forums. Maybe someone remembers whether there was a discussion somewhere about the issue or if there still is an open ticket. -
Alright, I found it. Why is the answer to every question "Use the WIP version"?
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@tigerseptim In the Mopy folder. If you installed WB via the installer, then that folder is in your game folder. If you installed it via the standalone download, then wherever you extracted that download is where that folder sits.
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I highly suggest you play the game at least once without mods so you can get a better idea of what type of mods you might want to use. Otherwise, more information about modding can be found in the STEP guide.
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Just reposting this for SMR while his internet is getting sorted... "A reminder, the latest update goes iive today - I presume Vlad will post the notice in Helpful links when it does if I am still off line, but if he cannot, I would appreciate if some one else would. Thanks!" As an aside, it's already live, and available for download. Have a great day
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Where do I find the log file?
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