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Wasarion reacted to a file: Manor Roads
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Nightmares joined the community
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Version 2.0.7 Added a road to Windstad Manor, connecting to the main road between Dawnstar and Morthal.
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- roads
- hearthfire
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Loruin2 joined the community
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Nochance reacted to a file: Toggle Sprinting
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Nochance joined the community
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deaths_soul started following MWEdit
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MWEdit is an open source replacement for the Morrowind Construction set that was originally written by Dave Humphrey about twenty years and has since been updated by rfuzzo and NimrodPSI I picked up the torch a few months ago and started doing work on it myself and my fork is hosted here while ongoing dev discussion has been occurring here My primary focus initially is on cleaning up the code and modernizing it. With it being twenty years old, there are a lot of areas of it that can be improved based on current C++ practices and the current standard. Other areas of interest are on making it work cross-platform and general improvements. One such goal is I hope to eventually transition the GUI over to gtkmm, which will help with the cross-platform aim. That said, we now have a release! After close to twenty years, I've just bundled up version 0.6.3, which includes various changes from all four projects that haven't been released thus far. Here's the full changelog: - Fix some encoding issues [deathssoul] - Fix some special characters in Functions.dat and customfunctions.dat [deathssoul] - Reformat the code for better consistency [deathssoul] - Set up build automation on GitHub [deathssoul] - Update README.md [deathssoul] - Convert Features.txt to Markdown [deathssoul] - Correct line endings [deathssoul] - Windows API updates [rfuzzo] - Update project to newer Visual Studio versions [rfuzzo, NimrodPSI] - Fixed a bug in the magic effect's RGB data [NimrodPSI] - Added missing magic effects from Bloodmoon and fixed Tribunal's effect [NimrodPSI] As always, I welcome assistance! Any help would be appreciated but, in particular, my deficiencies lie in documentation, release engineering, and Windows development but, again, all are more than welcome
- Yesterday
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Hi. How to fix that? @ Solved. Those are `snowdriftflat` meshes. With some snow thextures they look right, with others they look like this. There is also a mod on nexus with blank nifs to remove them completely.
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I'm late to the comments of course, but I've just finished this mod and I can answer this. It needs a patch for JK's Dark Brotherhood. It adds 4 beds to the torture chamber that I wasn't able to remove with console commands. I was able to remove the beds with Jaxsonz Positioner by selecting each bed and deleting twice. Yes, I know Jaxsonz is an old mod and there are more up-to-date options out there, but that's what I use. I also had a glitch in the 02 (The Keystone) quest that may be related. I was unable to progress until I used console commands to complete the quest. At the end, he and Babette were just standing there, staring at me, so I progressed the quest through stages 120, 130, 135, 140, 145, 150, and finally finished at stage 200. You can view the stages yourself with this command. player.sqs opbabette_02_thekeystone Next, follow up with setstage opbabette_02_thekeystone # Where # is the quest stage. You might be able to skip the stages and go straight to 200, or you could try the command completequest opbabette_02_thekeystone After that, I had to teleport myself elsewhere, then use the moveto player command on Babette to bring her to me. Her prid (reference ID) number is 1D4BC. I then started the following quest by typing in startquest opbabette_03_thefavor Finally, once I was past this point, the quests continued correctly. Hope this info helps someone.
- Last week
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viabledahlia started following Gruffydd's Signs and Posters
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[Relz] Unofficial Skyrim Special Edition Patch
Arthmoor replied to Arthmoor's topic in Unofficial Skyrim Special Edition Patch
USSEP 4.3.5 is now live. Enjoy! -
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chere100 reacted to a file: BOSS Masterlist for Oblivion
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stuarj1 started following Workshop Population Controller
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Sivaas reacted to a file: Run For Your Lives
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I'm currently using the compiled version of your mod that contains all the new villages, and adaptations to the old ones but I have a slight problem with oakwood. I use Lakeview extended, which alters some of the terrain nearby. This makes some of Oakwoods buildings submerged into the ground or nearby hills. I have no other mods that effect this area so it must be that one. Is there a way to remove individual villages from the compilation, or do I need to go back to just using individual files for each village?
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Sivaas reacted to a file: Cutting Room Floor
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JadedMoon started following Arthmoor
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Sorine Jurard won't give second "Ancient Technology" quest
GoldenAxe721 posted a topic in General Discussion
I've had this problem on a previous character, only this time I'm trying to do the quest before completing the Dawnguard questline, which I thought might be the problem. Now I'm on a different character and the problem still persists. If I ask other Dawnguard members "What can I do to help?", they give me the option to talk to Sorine about her crossbow project and either Gunmar, Florentius or Isran, but once I complete Sorine's quest, the miscellaneous objective to talk to her doesn't go away, and I can't ask her "What can I do to help?" in order to get another quest; the dialogue option to turn in the quest also doesn't go away even though I've already completed it. On my last character, I was unaware of the bug and completed the first "Ancient Technology" quest, then moved on to helping other Dawnguard members without going back to Sorine, but eventually got pointed back to her anyway, and it basically blocked me from completing any more side quests for Gunmar, Florentius or Isran. I'm on PS5 and I've tried disabling the Unofficial Skyrim Patch, disabling some of my mods, even tried using a quest stage mod that would supposedly help resolve the bug, but nothing works! I'm at my wits end here! Anyone have any solutions or experiencing the same problem? -
SiltStrider changed their profile photo
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one other guy had the same trouble on nexus as well
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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. Update: yeah, I made progress! My intention is to create a mostly green tundra and to have the grass mainly short. The higher grass goes up to the bootleg, the short is like a carpet, covering just the feet. And it is very dense! I'm done with the whole area around Whiterun - Loreius Farm, Whitewatch Tower, Fort Greenwall, the area between Whiterun and Haltet Stream Camp, Silent Moons Camp, Sleeping Tree Camp, Swindlers Den. I guess I will not have enough time to cover the whole tundra up to the snowy regions of Skyrim, but I tried my mod together with SFO and it works nicely together. I replaced also the TundraRocks01NoRocks.dds and the Fieldgrass01NoGrass.dds with my terrain textures, but every other grass is overwritten only by changing the landscape data inside every single cell. Actual screenshots were taken in vanilla Skyrim with no other mods installed and no ENB. Enjoy!
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IDK if it may be related but I experienced this kind of issue (missing terrain square with no collision) when I 'cleaned' my official plugins with xEdit (Update.esm, Dawnguard.esm, Hearthfire.esm, Dragonborn.esm). FYI, if you ever cleaned your plugins with xEdit (removing ITM, more specifically) you have to know that it is strongly recommended to NOT do it anymore on SSE.
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Wasarion reacted to a file: Alternate Start - Live Another Life
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Offa957 started following Oblivion Remastered Knights of the Nine Delayer , Morthal VC + JKs Morthal Patch , Alternative Beginnings OBR and 2 others
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Me11Bangbang started following Expanded Towns and Cities SSE
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Version 2.0.8 Added support for my Village Pack VC if living at Lakeview Manor. The shop stand for Goldenhills Plantation has been moved to the south end of Rorikstead to avoid issues with the location data at the farm.
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Version 4.2.5 Added Inn Start support for my Village Pack VC. Fixed an issue with choosing the Telengard start option that wasn't exiting the dialogue menu.
- 89 replies
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- sse
- character generation
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JanElizabeth reacted to a file: The Paarthurnax Dilemma
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jknjb reacted to a file: Expanded Towns and Cities SSE
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- 26 comments
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Fox-rpg reacted to a file: For the Love of Babette
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i see thanks
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Read through pages of comments on this mod and the missing / messed up landscape seems to be the most common complaint. An exact solution has never been determined and it looks like the mod is abandoned. Things to try; 1. Move the mod lower in your load order, near the end 2. Load all your mods into xEdit to find the conflict in that cell 3. Just uninstall the mod. Based on the comments it has lots of other issues. Sorry couldn't be of more help. Good luck.
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here my loot log
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sure will do can i do it as a file
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Based on the fact that doesn't look like Heljarchen at all, I'd say you do. Like, where did that covered walkway come from? If you post your load order (in spoiler tag) others can offer better advise.
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i cheek but there are none i installed
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Check for things like "Landscape Fixes for Grass Mods" as mods of this type often make sweeping changes to landscape which can cause what you're seeing here. If you have mods like that, move them higher in your load order so the farm can take precedence.
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i dont remember sadly i wish i knew