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[RELz] LOOT - Load Order Optimisation Tool
Glanzer replied to WrinklyNinja's topic in Tools of the Trade
Ok. For the time being I'll either ignore the problem or put the locked plugins in a separate mod that I disable before using LOOT. -
[RELz] LOOT - Load Order Optimisation Tool
WrinklyNinja replied to WrinklyNinja's topic in Tools of the Trade
There's no way to exclude plugins or lock them in LOOT, but you could add metadata to make them load after the last non-locked plugin. E.g. if C is locked to load last, B is locked to load just before it, and A is the plugin before B, then you could add load after metadata to B so that it loads after A, and add load after metadata to C so that it loads after B. -
[RELz] LOOT - Load Order Optimisation Tool
Glanzer replied to WrinklyNinja's topic in Tools of the Trade
Ok, maybe I'm just not remembering correctly then. I thought it would say that LOOT made no changes even for those locked plugins. As it is now, I don't know if it made any changes or not since it's always trying to move those locked plugins but can't. I wonder if there's a way to exclude locked plugins from LOOT? I'm guessing it's always been this way but I only noticed it today when I upgraded. I usually sort my mods, save everything, upgrade, then sort again and expect there to be no changes. It's sort of the test I've been doing for years. Only recently have I started locking plugins I'm working on at the end of my list. -
[RELz] LOOT - Load Order Optimisation Tool
WrinklyNinja replied to WrinklyNinja's topic in Tools of the Trade
LOOT has never known anything about locked plugins, presumably LOOT is sorting them as normal and then MO2 reverts the change when you go back to MO2 - if I understand it correctly, Wrye Bash has a similar feature that does that. -
[RELz] LOOT - Load Order Optimisation Tool
Glanzer replied to WrinklyNinja's topic in Tools of the Trade
I just upgraded to LOOT version 22.4 and noticed that LOOT no longer recognizes locked plugins (in MO2) in the same way. Before sorting, the 2 locked plugins I have are at the end of my plugin list. When I sort with LOOT, it says that changes were made and the 2 locked plugins are sorted with the rest of my plugins. But then when I apply those changes and exit LOOT and look at the plugins in MO2 they are still locked at the end of the list and weren't moved. -
Sure I did a full upload edited to pastebin as you replied I think, I'll attach the file here as well, and give you the plugin links. I'll redact my computer's name (username) from the output, which is still showing in one place at the start, it might need a tweak to ***** it out like the other references. Plugins, I've gone through these twice, so I hope everything lines up: Loads.esm https://www.nexusmods.com/fallout4/mods/9057 Armorsmith Extended.esp https://www.nexusmods.com/fallout4/mods/2228 Weaponsmith Extended 2.esp https://www.nexusmods.com/fallout4/mods/10737 RaiderOverhaul.esp https://www.nexusmods.com/fallout4/mods/50045 Radioactivestories.esp https://www.nexusmods.com/fallout4/mods/24323 SS2-Jampads2.esp https://www.nexusmods.com/fallout4/mods/48618 Spartan-Calyps.esp https://www.nexusmods.com/fallout4/mods/7438 NanoSuit.esp NanoSuit_AWKCR_AE.esp https://www.nexusmods.com/fallout4/mods/7451 M2216.esp https://www.nexusmods.com/fallout4/mods/8807 R91M.esp https://www.nexusmods.com/fallout4/mods/7715 N7-Armor-Standalone_by_Ruddy88.esp https://www.nexusmods.com/fallout4/mods/5016 MGSOutfit.esp https://www.nexusmods.com/fallout4/mods/8841 Good luck with your updates, wishing you the best. BashBugDump.log
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- bashed patch
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Please upload your full BashBugDump.log file, & please also post links to where you downloaded the plugins mentioned in the traceback. We'd need access to them to assess whether their broken or if there are bugs on WB's end.
- 2665 replies
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- bashed patch
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I used that exe as I had an error similar to the other poster while making a bashed patch. Hopefully, this pastebin link will help with your work. Thank you for all the work you guys do, I've been using wyrebash for many years and wanted to take the time to offer my appreciation. Here is the interface message: https://pastebin.com/1vg4543g The full error log: https://pastebin.com/xh8SmEfs
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Contra Hana, the game isn't worth playing without the Unofficial Patches. So you'll always be playing with at least USSEP. And we already have a list of mods that you should also install in addition to USSEP at There are several managers that help you install mods. If you are using Nexusmods, their default manager is Vortex. It works well for beginners.
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MrPaintwolf started following Arthmoor
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- Yesterday
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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
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BlackPete's Album - Skyrim
Images added to a gallery album owned by BlackPete in Members Albums Category
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AngvarraAxeMaiden started following Expanded Towns and Cities SSE
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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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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 changed their profile photo
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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! -
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).