<?xml version="1.0"?>
<rss version="2.0"><channel><title>Knowledge Base Latest Topics</title><link>https://www.afkmods.com/index.php?/forum/366-knowledge-base/</link><description>Knowledge Base Latest Topics</description><language>en</language><item><title>SAE engine bug fixes</title><link>https://www.afkmods.com/index.php?/topic/5951-sae-engine-bug-fixes/</link><description><![CDATA[

<p>
	The AE recompile means that all the decompiled hooks need to be found again. Some willing developers want to know which ones are highest priority.
</p>

<p>
	<a href="https://www.reddit.com/r/skyrimmods/comments/qt2tsv/which_fixes_from_the_engine_fixes_mod_would_you/" rel="external nofollow">https://www.reddit.com/r/skyrimmods/comments/qt2tsv/which_fixes_from_the_engine_fixes_mod_would_you/</a>
</p>

<p>
	Perhaps some of the known LE and SE bugs have been fixed?
</p>

<p>
	This topic is to document bugs that are verifiably not fixed, and note priority to find and fix.
</p>


]]></description><guid isPermaLink="false">5951</guid><pubDate>Mon, 15 Nov 2021 18:24:46 +0000</pubDate></item><item><title>Skyrim Anniversary Edition and You</title><link>https://www.afkmods.com/index.php?/topic/5954-skyrim-anniversary-edition-and-you/</link><description><![CDATA[<p>
	There is a great deal of bad information floating around in the community right now about what actually constitutes the Anniversary Edition. I won't link to Bethesda's FAQ about it, because that ultimately doesn't explain the distinction well enough. So this is an attempt to clear the air.
</p>

<p>
	<u><strong>What constitutes Skyrim Special Edition Now?</strong></u>
</p>

<p>
	This one is relatively simple. Skyrim Special Edition was updated to game version 1.6.318 (there was briefly a 1.6.317 but a hotfix came out a few hours after launch). This update included recompiling the .exe file with a newer version of Visual Studios, and this recompiling has resulted in a small boost in game performance due to the new optimizations that VS2019 offers. There are also now 4 additional DLCs which have become part of the package: Survival Mode, Saints &amp; Seducers, Rare Curios, and Fishing. The first 3 are existing DLCs, the Fishing one is brand new with this update.
</p>

<p>
	All of this has been provided to everyone on all platforms as a free content update, thus making version 1.6.318 the new "base game" that everyone gets.
</p>

<p>
	As a bonus, there were also a number of other bugfixes made to some things.
</p>

<p>
	<u><strong>What Constitutes Skyrim Anniversary Edition?</strong></u>
</p>

<p>
	The Anniversary Edition upgrade of the game is a paid DLC package on each platform. Since I am obviously not familiar with how the XBox or Playstation storefronts work, I'll describe what is done in Steam.
</p>

<p>
	On Steam, the Anniversary Edition Upgrade is a $20 paid DLC package that produces some sort of token which tells your game to unlock the other 70 DLCs which are part of this update. Nobody gets this unless they go out of their way to purchase and then download it. Nothing is forced.
</p>

<p>
	<u><strong>So what is the Modpocalypse then?</strong></u>
</p>

<p>
	There is no "Modpocalypse". In the run up to the release of the Anniversary Edition a number of nightmare scenarios were offered that in the end did not come to pass.
</p>

<p>
	Rather than some kind of doom scenario where every mod stops working properly and we all have to fall off the grid to keep Steam from updating the game, it's turned out to be just like every other update to SSE that's ever been put out. There will be a short period of time where some inconvenience is present while stuff updates. Unfortunately, there are those out there who just want to see the world burn and they run with the first bit of information they see, never bothering to come back to see if it was true or not. This has led to a number of mod authors declaring they won't be making "AE versions" of their mods - without realizing there really isn't a distinction between AE and SE as far as their mod is concerned. There is only an update to SE.
</p>

<p>
	SKSE64 has been updated already. Proper support for the plugin management system is in place, and 3rd party extension updates are now flowing again as they always do. It's been less than a full week since the game updated, so this should be considered a somewhat faster response than usual overall. This as at least partly because Bethesda gave the SKSE64 team pre-release access to the update, under an NDA.
</p>

<p>
	<u><strong>What if I don't want to update?</strong></u>
</p>

<p>
	Then don't?
</p>

<p>
	But seriously, regardless of what measures are taken, Steam will eventually have its way and your game will update. Offline mode is not permanent, and the update on launch option will not allow you to ignore it indefinitely with any game, not just Skyrim.
</p>

<p>
	If that bothers you too much, the sanest thing you can do is play something else until the dust settles on whatever is giving you pause. Since you aren't having to pay anything for the basic update, there's really no harm in letting it happen and coming back in a month or two. If you're like me, you have plenty of other games waiting to be played while you wait for things to get updated. As a mod author, I have some things that need it. As a player, I'm waiting on certain specific things before going forward with a new game. In the end though, it will be a new game grounded on the current officially released version on Steam.
</p>

<p>
	It would be STRONGLY recommended to avoid hackish solutions like updating and then promptly installing executables from the previous update or running a program to downgrade your game. Solutions of this nature can come back to bite you in the ass. Things like this can lead to strange problems while playing with mismatched versions of files. Anything from poor performance, to CTDs, and possibly even save corruption. It's really not worth the risk. Plus if you should need technical support from Bethesda for some reason, they will not provide it if you've done this.
</p>

<p>
	<u><strong>What about the CK?</strong></u>
</p>

<p>
	There is currently no update to the CK, but it is largely unnecessary anyway. Unless you are specifically modding content from the Creation Club and need the source code to those scripts, you're fine. You can continue to use it without worry.
</p>

<p>
	That said, it's a good idea to update when such an update is made available.
</p>
]]></description><guid isPermaLink="false">5954</guid><pubDate>Fri, 19 Nov 2021 20:51:26 +0000</pubDate></item><item><title>CreationKit Hair</title><link>https://www.afkmods.com/index.php?/topic/10337-creationkit-hair/</link><description><![CDATA[<p>
	Hello everyone.
</p>

<p>
	I've recently started importing my playable characters into CK and making them actual NPCs by adding them to the game world.
</p>

<p>
	I use SPF CHARNAME to save their appearance and then just click IMPORT in CreationKit. But I have one problem though. 
</p>

<p>
	For some reason, some characters don't get their hair ported in CK. For some, it works flawlessly, but for others, it adds some generic hair that they don't wear in the game.
</p>

<p>
	I also noticed I can't find all the hairs from the game in CK when I scroll through available ones, for whatever reason. I do not use any hair mods, it is all vanilla.
</p>

<p>
	 
</p>

<p>
	Any help would be appreciated. Thanks in advance!
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">10337</guid><pubDate>Thu, 02 Jan 2025 18:35:08 +0000</pubDate></item><item><title>Game freezing with sound still playing [SOLVED]</title><link>https://www.afkmods.com/index.php?/topic/8858-game-freezing-with-sound-still-playing-solved/</link><description><![CDATA[
<p>
	I'm leaving this here for posterity. I've been through searches from specific to Skyrim SE to as broad as GPU and Steam. I've found the issue is caused across AMD and NVIDIA, many different games, many different drivers, but some say just Steam games.<br>
	I've been playing and having this issue for over a decade. I may have found a solution.<br>
	<br>
	The rabbit hole led me to MSI Afterburner.  Threads suggested downloading it and *UNDERCLOCKING* the core clock and the memory clock. Some have found success with -25 values, others -200 and -500 respectively. I have found success with -100 in both.<br>
	An immediately observable change as that my character was dual wielding Dawn/Duskfang and a mod-added scimitar with no animation. It always looked like I had two scimitars. After changing these values, The correct swords show every time.<br>
	<br>
	With my limited understanding of hardware, I can only guess the Skyrim engine cannot keep up, therefore it freezes the display while the sound continues.
</p>

<p>
	Here are a couple of links which lead me to this solution: <a href="https://steamcommunity.com/app/369110/discussions/1/535152276593433003/?l=russian&amp;ctp=2" rel="external nofollow">Screen freezes but game keeps playing? [SOLVED]</a> ; <a href="https://steamcommunity.com/app/257510/discussions/0/154642447926851589/" rel="external nofollow">Game freezes but actually keeps running in the background (frozen screen, but playable and audio hearable)</a><br>
	<br>
	Here are my specs, for the record:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Processor    Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz   3.50 GHz - not overclocked<br>
			Installed RAM    16.0 GB<br>
			System type    64-bit operating system, x64-based processor<br>
			DirectX Version            12.0<br>
			Pen and touch    No pen or touch input is available for this display
		</p>

		<p>
			Memory Type            DDR3<br>
			Memory Size            16 GBytes  (2X8GB)<br>
			Channels            Dual<br>
			Memory Frequency        1066.5 MHz (1:8)<br>
			CAS# latency (CL)        9.0<br>
			RAS# to CAS# delay (tRCD)    11<br>
			RAS# Precharge (tRP)        11<br>
			Cycle Time (tRAS)        31
		</p>

		<p>
			GPU          NVIDIA GeForce GTX 1080<br>
			Board Manufacturer    GIGABYTE Technology<br>
			Revision        A1<br>
			Memory type        GDDR5X (Micron)<br>
			Memory size        8 GB<br>
			DriverVersion = 31.0.15.2802 (Clean install, direct from NVIDIA release version, no GEForce Experience)<br>
			DriverDate = 12/22/2022
		</p>

		<p>
			Monitor           PHL 276E8V (Philips)<br>
			Date    Week 49, Year 2020<br>
			Max Resolution        3840 x 2160 @ 59 Hz
		</p>

		<p>
			No gamepad<br>
			No VR
		</p>

		<p>
			Edition    Windows 10 Home<br>
			Version    22H2<br>
			Installed on    ‎8/‎28/‎2022<br>
			OS build    19045.2486<br>
			Experience    Windows Feature Experience Pack 120.2212.4190.0
		</p>

		<p>
			Skyrim SE AE  1.6.640 (PC - Steam)<br>
			All CC mods, <abbr title="Unofficial Skyrim Special Edition Patch"><abbr title="Unofficial Skyrim Special Edition Patch">USSEP</abbr></abbr>, and Unofficial CC mod patch<br>
			skse  2.2.3<br>
			MO2 2.4.4 (613 plugins 666 with pluginless replacers. Load order provided upon request)<br>
			STEP 2.2.2 guide as a base with ENB Light<br>
			Loaded on 465GB Partition of  1.3TB HDD (WD Black) with 57% free
		</p>
	</div>
</div>

<p>
	 
</p>

]]></description><guid isPermaLink="false">8858</guid><pubDate>Thu, 02 Feb 2023 08:02:36 +0000</pubDate></item><item><title>Weapon rack repair</title><link>https://www.afkmods.com/index.php?/topic/10271-weapon-rack-repair/</link><description><![CDATA[<p>
	It has been over a decade since several different attempts by several programmers. Having just reviewed and repaired them again, best to write things down for posterity.
</p>

<p>
	Weapon racks have 2 main parts:
</p>

<ol>
	<li>
		a visible part. It uses WeaponRackTriggerSCRIPT. Unlike most visible actuators (such as seats), it does not cause any action. Instead, it merely triggers as a weapon is passed near it. Usually, that trigger is something being added to the rack, or to another rack nearby, and must be ignored. Sometimes, that trigger is a player removing a weapon or armor item from the rack.
	</li>
	<li>
		an invisible trigger marker placed directly in front of the visible part. It uses WeaponRackActivateSCRIPT, and has ACTIVATOR in its name. When triggered, the script places a weapon into the front of the visible part using MoveToNode(). The visible part has many such named attachment "nodes".
	</li>
</ol>

<p>
	Because of the unusual design, there were many locations that simply had the wrong script on the objects. It became apparent that various designs were attempted, and some old designs with the wrong scripts or variables remained in the files. So a significant US*P change to the scripts was adding a CheckConfiguration() function to log places with bad setup so that they could be repaired later.
</p>

<p>
	Although the design expects that the visible part has a pointer to the invisible part, and vice versa, there was no check. (A check was added.) Many locations have no invisible part. Others had/have the invisible part in front of the wrong rack, or even underground. Again, there is no easy check.
</p>

<p>
	There are many flavors of racks. Most do not actually allow a player to add a weapon to the rack. But they use the same scripts, so the scripts have to account for all possibilities.
</p>

<p>
	Some have PlayerHouse in the name, and allow a player to add a weapon to the rack. Others are specific to locations. A few OLD and Nor designs are unused.
</p>

<p>
	Some are used as backing plaques, or as decorations, and their scripts were deleted from them. Others used another technique to disable the rack parts, such as pointing the rack to itself, or to the player object. There is not much implementation consistency.
</p>

<p>
	Finally, the ACTIVATOR can point to a StartingWeapon. This can also be armor.
</p>

<p>
	All of the item pointers are stored in the invisible WeaponRackActivateSCRIPT property PlayersDroppedWeapon, instead of the visible rack itself. Therefore, every rack with a starting item requires an invisible ACTIVATOR, even though most racks do not accept player weapons so the activator is otherwise unused. Inefficient and cumbersome, and not all Bethesda developers understood the design. Many racks were missing an ACTIVATOR. Many more have an unused ACTIVATOR that does nothing.
</p>

<p>
	Unfortunately, there were originally two methods of pointing to the StartingWeapon: GetLinkedRef() or GetLinkedRef(WRackStartingWeapon). However, only the rare WeaponRackDaggerDisplayACTIVATORPlayerHouse specified the latter, and it was never used. So that complication was removed from the scripts.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">10271</guid><pubDate>Fri, 14 Jun 2024 01:09:38 +0000</pubDate></item><item><title>WornHasKeyword</title><link>https://www.afkmods.com/index.php?/topic/8973-wornhaskeyword/</link><description><![CDATA[<p>
	Does anyone know which body slots are scanned for this function? I know that body(32) and Hands(33) are, but I'm not going to experiment with all of them if it's a known list. I suspect 30 to 43 inclusive, as the CK warns about the rest being "unused slots".
</p>

<p>
	The Actor Script shows it's a native function, so no help there.
</p>
]]></description><guid isPermaLink="false">8973</guid><pubDate>Wed, 29 Nov 2023 17:59:12 +0000</pubDate></item><item><title>Navmesh repair</title><link>https://www.afkmods.com/index.php?/topic/5229-navmesh-repair/</link><description><![CDATA[


<p>
	<em>It's been 4 years and I cannot remember where (or even which forum) we had the old thread, so here's a new place to discuss. AFAICT, this hasn't been improved in the SE CK.</em>
</p>

<p>
	The first principle of navmesh modding is: never delete or merge navmeshes! That way lies CtD (crash to desktop).
</p>

<p>
	The second is like unto it: to reduce the number of conflicts, border triangles should not be renumbered!
</p>

<p>
	Every adjacent cell navmesh has a link table with pointers into these border triangles. If a navmesh is deleted, or merged, or a border triangle is renumbered to be anyplace else, creatures/NPCs will "jump" into that triangle number as they cross the cell border. Sometimes they become stuck in place. Sometimes this also may make it impossible for the PC to move.
</p>

<p>
	If possible, have the same number of triangles as the original. When you delete any triangle, the CK renumbers. This often changes border triangles.
</p>

<p>
	Therefore, great care must be taken. It is usually better to first create a new triangle over the old, then delete the old triangle so that the new triangle is renumbered with the old triangle number, then join/merge the final vertice in place. (This technique is also used to repair border triangles.)
</p>

<p>
	When you "Find Cover" for a cell, sometimes the CK renumbers triangles. Up to 2 sides of cover are saved (the 3rd side is assumed to be flat to the adjacent triangle), so triangle vertices sometimes need to be rotated to allow the cover data to be in side "0-1" and/or side "1-2" (as shown in xEdit). Apparently, the CK deletes the triangle (causing renumbering), then adds a new one in the proper orientation. Yet the CK already has a user tool for rotating a triangle without renumbering; it fails to use it internally.
</p>

<p>
	When you Finalize a navmesh, the CK doesn't just touch the one you are changing. It also saves adjacent cell navmesh. In the outdoors, this results in 4 cells around the square. Presumably, this is to update border links caused by deletion or renumbering -- even when there have been no changes.
</p>

<p>
	The CK works reasonably well only having Update.esm, but is a disaster waiting to happen with multiple modders updating adjacent cells. Each changes 5 cell navmesh, so the conflicting border link tables cause massive confusion.
</p>

<p>
	(Following posts have more detailed information.)
</p>

<p>
	<em>See also:</em>
</p>

<ul><li>
		<a href="https://www.afkmods.com/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/" rel="">https://www.afkmods.com/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/</a>
	</li>
	<li>
		<a href="https://www.afkmods.com/index.php?/topic/4072-navmesh-audits/" rel="">https://www.afkmods.com/index.php?/topic/4072-navmesh-audits/</a>
	</li>
</ul><p>
	 
</p>


]]></description><guid isPermaLink="false">5229</guid><pubDate>Wed, 04 Apr 2018 09:31:45 +0000</pubDate></item><item><title>[SLE/SSE/FO4] Bodyslide and MO2 - What to do with Bodyslide output files.</title><link>https://www.afkmods.com/index.php?/topic/8960-slessefo4-bodyslide-and-mo2-what-to-do-with-bodyslide-output-files/</link><description><![CDATA[<p>
	<span style="color:#e74c3c;"><strong>Disclaimer:</strong></span> I do not use MO2 nor do I support it. This tutorial was created after years of supporting Bodyslide and finding this to be one of the major issues. For further support either join the MO2 or Bodyslide Discord channels or ask on the Nexus support pages.
</p>

<p>
	<span style="color:#e74c3c;"><strong>Important:</strong></span> For information on how to install Bodyslide in MO2 see the Nexus Bodyslide page instructions.
</p>

<p>
	<br />
	In other mod managers, all the output files after doing a Batch Build in Bodyslide typically overwrite the existing mesh files. However, in MO2, the files are separated into the "Overwrite" folder first. These must be moved into their own new mod for changes to take effect.
</p>

<p>
	There's an automated way to do this and a manual way. The automated process only needs to be done once. The manual process needs to be done after every build in Bodyslide.
</p>

<p>
	<u><span style="color:#f1c40f;"><strong>Automated</strong></span></u> - <strong>Recommended <u>BEFORE</u> running Bodyslide</strong>
</p>

<p>
	<br />
	1. In MO2, create an empty mod<br />
	   - Right click anywhere in the left pane -&gt; Create Empty Mod
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3295" href="https://www.afkmods.com/uploads/monthly_2023_10/MO2001.png.3aae388b5eb8f0a8b3eef221219a616a.png" rel=""><img alt="MO2001.thumb.png.cc57287bfc896d0538bccf735c4f8507.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3295" data-ratio="55.50" width="800" src="https://www.afkmods.com/uploads/monthly_2023_10/MO2001.thumb.png.cc57287bfc896d0538bccf735c4f8507.png" /></a>
		</p>
	</div>
</div>

<p>
	<br />
	   - Name it Bodyslide Output (or something easy to remember)
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3296" href="https://www.afkmods.com/uploads/monthly_2023_10/MO2002.png.3dc842b935e88d4b9e2b97336b2d73cd.png" rel=""><img alt="MO2002.thumb.png.fc9bf5a972b371fdc34d83a6176ff266.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3296" data-ratio="16.00" width="800" src="https://www.afkmods.com/uploads/monthly_2023_10/MO2002.thumb.png.fc9bf5a972b371fdc34d83a6176ff266.png" /></a>
		</p>
	</div>
</div>

<p>
	<br />
	   - Make sure it's at the bottom of the mod list and activate it
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3297" href="https://www.afkmods.com/uploads/monthly_2023_10/MO2003.png.fdc07f2af98ca22b58ef33db2065f5a6.png" rel=""><img alt="MO2003.thumb.png.575cdd9ec9fafcff703914b93b2d0d30.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3297" data-ratio="31.62" width="800" src="https://www.afkmods.com/uploads/monthly_2023_10/MO2003.thumb.png.575cdd9ec9fafcff703914b93b2d0d30.png" /></a>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	2. In MO2, edit the executables list and highlight Bodyslide<br />
	   - Tick the box beside "Create files in mod instead of overwrite" then select the Bodyslide output folder in the dropdown list
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3298" href="https://www.afkmods.com/uploads/monthly_2023_10/MO2004.png.d3cea0a7d201f6dd44fc97cd8065e44f.png" rel=""><img alt="MO2004.thumb.png.4054c935c2780d19e6204376887b2251.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3298" data-ratio="38.38" width="800" src="https://www.afkmods.com/uploads/monthly_2023_10/MO2004.thumb.png.4054c935c2780d19e6204376887b2251.png" /></a>
		</p>
	</div>
</div>

<p>
	<br />
	   - Apply the change
</p>

<p>
	3. Generate Bodyslide batch build per normal.<br />
	 
</p>

<p>
	The files will be directed to your new mod and will not need to be moved from Overwrite into it every time you run Bodyslide.
</p>

<p>
	If you happen to have run Bodyslide first before setting up MO2, follow this manual process to clean up.
</p>

<p>
	<br />
	<span style="color:#f1c40f;"><u><strong>Manual</strong></u></span> - <strong>If Bodyslide was done first</strong>
</p>

<p>
	1. In MO2, create an empty mod (see Step 1 above for pictures)<br />
	   - Right click anywhere in the left pane -&gt; Create Empty Mod<br />
	   - Name it Bodyslide Output<br />
	   - Make sure it's at the bottom of the mod list and activate it
</p>

<p>
	2. Generate Bodyslide batch build per normal.
</p>

<p>
	3. Open the Overwrite folder<br />
	   - Right click -&gt; Move content to Mod to move the contents (<span style="color:#f1c40f;">Meshes folder only</span>) to the new Bodyslide Output mod or right click -&gt; Open in Explorer to drag the contents (<span style="color:#f1c40f;">Meshes folder only</span>) to the new Bodyslide Output mod
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="3299" href="https://www.afkmods.com/uploads/monthly_2023_10/MO2005.png.113b286e85258645bbe7cf841845199e.png" rel=""><img alt="MO2005.thumb.png.1aee21f237f9db86d5761bb7b57f2d1d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="3299" data-ratio="27.25" width="800" src="https://www.afkmods.com/uploads/monthly_2023_10/MO2005.thumb.png.1aee21f237f9db86d5761bb7b57f2d1d.png" /></a>
		</p>
	</div>
</div>

<p>
	<br />
	After every time Bodyslide is run ensure the output from the Overwrite folder is added to the Bodyslide Output folder (allowing for any actual overwrites in there), or follow the Automated process to set it up now and not worry about it any more.
</p>

<p>
	 
</p>

<p>
	(Thank you to Peter.nn for the pictures)
</p>
]]></description><guid isPermaLink="false">8960</guid><pubDate>Sun, 29 Oct 2023 16:24:29 +0000</pubDate></item><item><title>[Skyrim SE] Porting a mod from LE to SSE</title><link>https://www.afkmods.com/index.php?/topic/4633-skyrim-se-porting-a-mod-from-le-to-sse/</link><description><![CDATA[


<p>
	Many fine mods have been created for the Skyrim Legendary Edition (aka Classic) over the years and not all of them have been brought over to the Special Edition. Due to differences between LE and SE, they can't simply be dropped in. They must be properly converted over so that they will function correctly in SSE and not lead to save corruption or CTDs. The following rough outline of the process should be enough to guide you through porting your mod over to SSE. This guide is intended for mod authors to use as this process is not suited for end users to follow due to the details that need to be addressed to do the work properly. It also assumes a certain level of familiarity with the packaging of files relating to the mod.
</p>

<p>
	You'll need to have access to the current SSE CK and a copy of xEdit 4.0.1 or higher at minimum. If you have meshes, you'll need a copy of the SSE Nif Optimizer program.
</p>

<p>
	<strong><span style="text-decoration:underline">BSA Files</span></strong><br>
	 <br>
	If your mod uses a BSA file (and pretty much any decent one ought to be if it has assets to provide), you can't simply use that file with SSE. The game will either hang or crash at the opening menu.
</p>

<p>
	This step should be done before trying to load your mod into the CK as well since the same problems will occur with the CK - it'll either hang or crash.
</p>

<p>
	<span style="text-decoration:underline">Meshes (.nif files)</span>
</p>

<p>
	Unpack your files to a temporary location somewhere. Grab <a href="https://www.nexusmods.com/skyrimspecialedition/mods/4089" rel="external nofollow">Nif Optimizer</a> and follow its instructions to convert your files. If you have any files that use decal flags (the SLSF1_Decal or SLSF1_Dynamic_Decal flags) these flags may need to be removed. If you some across one of your files that has translucent parts that shouldn't, this is probably why. SSE seems to handle those flags differently and plenty of vanilla stuff had to have this done as well.
</p>

<p>
	<span style="text-decoration:underline">Textures</span>
</p>

<p>
	.tga files are no longer supported. If you have assets using these, they need to be converted into proper DDS files.
</p>

<p>
	Textures originally saved in either the A1R5G5B5 format or the B5G6R5 format must be resaved in A8R8G8B8, R8G8B8, or an equivalent compressed format like DXT5 or DXT1. If this is not done, some installations of DirectX 11 will not be able to process it and SSE will crash. This seems to be most common for folks using Windows 7. SSE Nif Optimizer should be able to detect these issues with the "Scan Textures" option.
</p>

<p>
	Some landscape textures will need to be fixed manually. If your landscape texture loads into SSE and looks like it's wet when it's not supposed to be, you found one that needs to be fixed.
</p>

<p>
	<span style="text-decoration:underline">Animations</span>
</p>

<p>
	Animation files for 32 bit will not work out of the box. Depending on what they are, you may end up with NPCs or the player stuck in a default pose unable to move, or perhaps even being unable to move the camera at all. Fortunately Bethesda has supplied a tool with the new CK that will allow you to update your .hkx files to the new format. This is necessary due to Havok being upgraded to 64 bits.
</p>

<p>
	<strong><span style="text-decoration:underline">The ESP/ESM File + Facegen</span></strong>
</p>

<p>
	Your plugin file needs to be loaded into the new CK for SSE and saved so that all of the form versions on the records can be properly updated.
</p>

<p>
	If it's an .esm file then you need to remove that flag to be able to load it properly to be resaved.
</p>

<p>
	You should make sure you include Update.esm, Dawnguard.esm, Hearthfires.esm, and Dragonborn.esm as masters to your file. There should be no exceptions to this as all SSE users will be playing with these files active. The game will not even launch if one is missing.
</p>

<p>
	If your mod has NPCs, this process will also generate updated Facegen files. Be aware that if you have made facegen changes to vanilla NPCs those new facegen files will have been saved in the folder for your mod and you'll either need to separate them to the correct folders or delete what the CK generated when it saved and use the manual process with CTRL+F4 to generate them again. The manual process will assign them to the correct folders.
</p>

<p>
	You can safely delete the .tga files generated by the CK. The game will never use them and they just waste space in your mod's archive for distribution.
</p>

<p>
	DO NOT attempt to circumvent the need to load your mod into the CK by using scripts or other tools to shortcut the process by faking the new form versions. You WILL end up corrupting the saves of anyone who uses your mod if you do this.
</p>

<p>
	<strong><span style="text-decoration:underline">Fixing Up the ESP/ESM</span></strong>
</p>

<p>
	Once your file has been saved you'll need to do some minor fixing to make sure it's fully ready.
</p>

<p>
	<span style="text-decoration:underline">River Flow/Water Data</span>
</p>

<p>
	Mods which edit exterior CELL records will need to be checked cell by cell to update the water data to fit with the new shader based water flow mechanics introduced with SSE. This is best accomplished by using xEdit to compare your CELL data with the CELL data from Update.esm. In nearly all cases you should forward the changes from Update.esm because Bethesda themselves didn't do so in their own DLCs which overwrite that. Guess who had to fix that <img alt=":P" data-emoticon="true" height="20" src="https://www.afkmods.com/uploads/emoticons/default_tongue.png" srcset="https://www.afkmods.com/uploads/emoticons/tongue@2x.png 2x" title=":P" width="20"> You can also use <abbr title="Unofficial Skyrim Special Edition Patch">USSEP</abbr> as a guide for the proper value since we've already gone through and corrected them all for the base setup.
</p>

<p>
	Failing to account for this information will lead to people complaining about water seams on the cell borders between your work and the base game and will also show up with water flowing the wrong way as well.
</p>

<p>
	<span style="text-decoration:underline">New Ground Clutter</span>
</p>

<p>
	There was a lot of new foliage and other ground clutter added to places all over the game. Especially in more populated areas like the towns and villages. You will need to check to be sure you have no conflicting placements with these new objects. Assuming you know your mod well (and who doesn't) it shouldn't take more than a couple of minutes to poke around any work you've done and make sure no new stuff is in your way.
</p>

<p>
	Failing to address this will result in some unsightly clipping in many places.
</p>

<p>
	<span style="text-decoration:underline">Landscape Data</span>
</p>

<p>
	In several instances, landscape was also edited to add more ground details such as grass and those tiny rocks. Old mods will not have this underlying data if they've edited the landscape as well and it will probably be worth redoing much of that in order to preserve continuity with any surrounding cells that have not been edited. It may be possible to use xEdit to copy the Vertex Normals and Alpha Layer data so long as the land height itself hasn't been edited, but in doing so the mod will need to be rechecked to make sure no grass is poking through in places it isn't wanted.
</p>

<p>
	<span style="text-decoration:underline">Worldspace and CELL Editor IDs</span>
</p>

<p>
	If you have worldspace or CELL records with underscores in their editor IDs, you will need to manually change those to remove the underscore. If you do not, it will cause SSE's save sorting to be unable to handle the situation when you save your game in one of these places. This results in a player's saves no longer being listed under their character names which will make them harder to locate and could lead to corruption as well.
</p>

<p>
	<span style="text-decoration:underline">Weather Data</span>
</p>

<p>
	All of the default weather now supports Volumetric Lighting and has a new set of records to facilitate this. If your mod changes weather data it will need to account for this.
</p>

<p>
	<span style="text-decoration:underline">Other Changes To Be Aware Of</span>
</p>

<p>
	All of the game's grass records (GRAS) have been updated to push higher grass density.
</p>

<p>
	Most of the game's Image Space Adapters (IMAD) have been updated with new alpha and blur values.
</p>

<p>
	Most of the game's Image Spaces (IMGS) relating to weather have been updated with new HDR values.
</p>

<p>
	A few Landscape Textures (LTEX) picked up an unknown INAM value, along with a couple having specular values modified.
</p>

<p>
	Many snow and ice related statics (STAT) have been updated with new texture sets and material shader settings.
</p>

<p>
	5 new landscape texture sets were added. Referenced by many of the other edits.
</p>

<p>
	Pretty much every type of water (WATR) was updated for the new water shaders.
</p>

<p>
	Books can no longer use the hidden Note/Scroll flag. Any changes to this will be automatically reverted by the CK every time. The game no longer uses them either.
</p>

<p>
	<span style="text-decoration:underline">ESLify Me?</span>
</p>

<p>
	If your mod happens to be small enough to qualify, you may wish to consider marking it with the ESL flag. Doing so can help extend the number of slots a user has available for other mods.
</p>

<p>
	Consider the points raised in this topic before you decide: <a href="https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/" ipsnoembed="false" rel="">https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/</a>
</p>

<p>
	<strong><span style="text-decoration:underline">LOD Files</span></strong>
</p>

<p>
	LOD files for objects will need to be regenerated as they are using a different texture atlas layout than the one supplied by LE.
</p>

<p>
	LOD files for trees should be useable as-is, and this is recommended since the SSE CK cannot generate trees. In my experience, xLODGen doesn't do the job correctly either and results in tree LOD that doesn't match the actual trees.
</p>

<p>
	<strong><span style="text-decoration:underline">Scripts</span></strong>
</p>

<p>
	Scripts do not need to be recompiled. Despite rumors that they will break, this is not the case even for things that relied on <abbr title="Skyrim Script Extender">SKSE</abbr>. All vanilla and DLC Papyrus .pex files work out of the box, as do all <abbr title="Skyrim Script Extender">SKSE</abbr> script when being used with SKSE64. You should have no reason to need to recompile any of your own .pex files when porting to SSE.
</p>

<p>
	That doesn't mean you're home free though - you may have a special situation with a Papyrus script written to work with a specialty SKSE64 plugin that needs to be recompiled to work. You'll have to check with that plugin's author to find out if that needs to be done.
</p>

<p>
	In my personal experience, all of my scripts for all of my mods worked right out of the box. This includes all of the MCM related scripts that began working as though nothing was wrong when SKSE64 finally came out.
</p>

<p>
	One thing you do need to keep in mind though is that the CK's default folder for scripts has changed. Instead of being stored under Data\Scripts, they will now show up under Data\Source. There are 2 solutions to this issue:
</p>

<p>
	1. Leave this as it is and copy all of your own scripts to match the new path names.
</p>

<p>
	2. Change the location in your CreationKitCustom.ini file to point to the old one. The line should look like this: sScriptSourceFolder = ".\Data\Scripts\Source"
</p>

<p>
	Whichever solution you choose you need to be sure that all vanilla and DLC scripts are in that location or the CK will not be able to find them.
</p>

<p>
	<strong><span style="text-decoration:underline">Sound/Voice/Video Files</span></strong>
</p>

<p>
	Sound effect files do not require conversion. They can be used as-is.
</p>

<p>
	The same is true of any recorded dialogue. Those work as-is.
</p>

<p>
	Video files do not need to be converted either. They should all run as-is.
</p>

<p>
	<abbr title="Skyrim Script Extender"><strong><span style="text-decoration:underline">SKSE</span></strong></abbr><strong><span style="text-decoration:underline"> DLL Files</span></strong>
</p>

<p>
	These must be recompiled to use SKSE64 or the plugins will simply not function. If your mod depends on one of these, the plugin's author needs to do the work and release an update.
</p>


]]></description><guid isPermaLink="false">4633</guid><pubDate>Fri, 21 Oct 2016 20:27:18 +0000</pubDate></item><item><title>How to create a new main menu?</title><link>https://www.afkmods.com/index.php?/topic/6100-how-to-create-a-new-main-menu/</link><description><![CDATA[<p>
	Hi everyone, I was wondering how do I make a new main menu for Skyrim AE?  I know it's possible because I've downloaded some and used them.  So can anyone help?
</p>
]]></description><guid isPermaLink="false">6100</guid><pubDate>Wed, 06 Jul 2022 06:54:42 +0000</pubDate></item><item><title>You can give music types a higher priority than 1</title><link>https://www.afkmods.com/index.php?/topic/8914-you-can-give-music-types-a-higher-priority-than-1/</link><description><![CDATA[<p>
	TL;DR: The highest priority of a <a href="https://www.creationkit.com/index.php?title=Music_Type" rel="external nofollow">Music Type</a> is surprisingly 0.
</p>

<p>
	I experimented a lot with the implementation of custom music, which is added via the <a href="https://www.creationkit.com/index.php?title=Add_-_MusicType" rel="external nofollow">add()</a> command, during the development of my <a href="https://www.afkmods.com/index.php?/topic/6163-relz-spectral-music-player/" rel="">Spectral Music Player</a> mod. Recently, I wanted that the playback of the custom music won't get interrupted by any default music of the game. So I set the priority of the custom m<span>usic types</span> to 1 but this conflicted with the special music (like level up music) which also has a priority of 1. I believed that giving the special music a priority of 0 would prevent the special music from playing when the situation requests it. The effect was quite the opposite - the special music always played. I removed the changes from the special music and gave the custom music types a priority of 0 instead. When my character made a level up, the playback of the custom music was finally no longer interrupted by the level up music.
</p>
]]></description><guid isPermaLink="false">8914</guid><pubDate>Fri, 09 Jun 2023 21:22:22 +0000</pubDate></item><item><title>Which nif uses aohammerwallloop.hkx</title><link>https://www.afkmods.com/index.php?/topic/8855-which-nif-uses-aohammerwallloophkx/</link><description><![CDATA[<p>
	This is related to thee sound of NPC's hammering. It changes the sound from metal to wood for NPC's hitting houses and masts. The hkx file is not being ovrewritten, but apparently the nif it goes with is. Can anyone point me in the right direction? I have sound overhauls (yes, more than one) and MO2, so as I write this, I'm going through the data files to see if there is an obvious redirect, but honestly, I don't even know if the hkx file does what it says on the tin. I'll check that too.
</p>
]]></description><guid isPermaLink="false">8855</guid><pubDate>Tue, 31 Jan 2023 02:48:06 +0000</pubDate></item><item><title>Sandbox activity triggering scenes?</title><link>https://www.afkmods.com/index.php?/topic/8846-sandbox-activity-triggering-scenes/</link><description><![CDATA[<p>
	I'd like to implement a more complex activity than can be handled by a simple furniture or idle marker as part of the sandbox activity. For example, chopping wood, and also carrying it to the pile, or fetching water in a bucket from a stream. All the examples I found in the game have a separate scheduled AI package for those, not a sandbox one, 
</p>

<p>
	I can't see any reason that an empty idle marker could not have a script to start a quest that just has a scene, or maybe just an alias package, that makes the NPC activating the marker go do the whole sequence. I would assume that the sandbox package would get interrupted, and resumed after the mini-quest finishes. But if so, why didn't it get done before?
</p>

<p>
	If anyone knows, stop me before I attempt the impossible.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8846</guid><pubDate>Wed, 18 Jan 2023 20:09:49 +0000</pubDate></item><item><title>heavy armor skill not increasing</title><link>https://www.afkmods.com/index.php?/topic/6192-heavy-armor-skill-not-increasing/</link><description><![CDATA[<p>
	My Heavy Armor skill is not increasing after reading skill book 'Orsinium and the Orcs' in Rockwallow Mine.
</p>

<p>
	This is my load order:
</p>

<p>
	  0  0     Skyrim.esm<br />
	  1  1     Update.esm<br />
	  2  2     Dawnguard.esm<br />
	  3  3     HearthFires.esm<br />
	  4  4     Dragonborn.esm<br />
	  5  5     ccBGSSSE001-Fish.esm<br />
	254 FE   0 ccQDRSSE001-SurvivalMode.esl<br />
	254 FE   1 ccBGSSSE037-Curios.esl<br />
	  6  6     ccBGSSSE025-AdvDSGS.esm<br />
	  7  7     Unofficial Skyrim Special Edition Patch.esp<br />
	  8  8     FloraRespawnFix.esp<br />
	  9  9     Weapons Armor Clothing &amp; Clutter Fixes.esp<br />
	 10  a     Cutting Room Floor.esp<br />
	254 FE   2 Qw_WACCF_CRF Patch.esp<br />
	 11  b     Run For Your Lives.esp<br />
	 12  c     Bring Out Your Dead.esp<br />
	Also can anyone tell me why the mod "Bring Out Your Dead" is no longer on the Nexus?
</p>
]]></description><guid isPermaLink="false">6192</guid><pubDate>Tue, 01 Nov 2022 05:33:49 +0000</pubDate></item><item><title>Multiple result recipes</title><link>https://www.afkmods.com/index.php?/topic/6157-multiple-result-recipes/</link><description><![CDATA[<p>
	Before I leap in and potentially re-invent a wheel, is there an existing implementation of constructible items with multiple results?
</p>

<p>
	That is, more than one type of item is made, as multiples of a single item already exists, e.g. leather strips. It would have at least two uses: bonus items and deconstruction. My initial implementation wants to allow grain milling to result in both flour and straw, but I want to create a generic method. The idea is to borrow from hearthfire’s token system to run a script on the combo result that splits out the components when it enters the player’s inventory. It’s obvious enough that I expect it already exists, but can’t find it.
</p>
]]></description><guid isPermaLink="false">6157</guid><pubDate>Sat, 03 Sep 2022 15:18:32 +0000</pubDate></item><item><title>[SSE] Dialogue Bugs Strike Back!</title><link>https://www.afkmods.com/index.php?/topic/5781-sse-dialogue-bugs-strike-back/</link><description><![CDATA[

<p>
	An old bug has reared its ugly head again in SSE - one quest modders should be intimately familiar with - the dreaded "Dialogue Bug" (details here:<a href="https://www.afkmods.com/index.php?/topic/3160-skyrim-solution-dialogue-bug-fix/" ipsnoembed="true" rel="">https://www.afkmods.com/index.php?/topic/3160-skyrim-solution-dialogue-bug-fix/</a>  )
</p>

<p>
	The tl;dr is this: A quest unique to your mod with new dialogue lines in it will not run the dialogue unless you save/reload the game. Even quicksave/quickload works. The solution was to generate a .seq file to distribute with the mod and all was well.
</p>

<p>
	Somewhere along the way this solution has stopped working. Mods with generated .seq files are (at least for some of us) not firing off their dialogue anymore despite the use of these files. Only this time the problem is not limited to us. In SSE, even the base game files now have this same problem. This can be quickly checked by starting a new game, going to Windhelm, finding Sofie over by the gate and trying to talk to her. If everything works as expected, she'll try to sell you flowers. If not though, all she'll do is give you generic "hmm?" style responses with no other dialogue. If you then save and reload the game, all is well.
</p>

<p>
	Bethesda will have to fix their own broken stuff at this point as fixing these in the <abbr title="Unofficial Skyrim Special Edition Patch"><abbr title="Unofficial Skyrim Special Edition Patch">USSEP</abbr></abbr> is simply not viable (nor would it work anyway).
</p>

<p>
	For the rest of us, as long as there are not too many quests flagged as "start game enabled", there's a solid workaround. You can either set a trigger box up somewhere the player can't avoid walking through, or set up a control quest with an OnInit() event that then calls startup on everything else you need to have done. So long as the quests with your dialogue have those startup calls issued *after* the game starts, this should work fine. It's a shitty workaround to an even shittier problem, but there's no way to know if BGS can or will fix this on their end even though it affects both the base game and all of the CC DLCs that have these kinds of quests running.
</p>

<p>
	The weird part about this is, reports of this behavior go back as far as March of 2019 yet are not widespread or even consistently reproducible. For instance, until I finished my system upgrade tonight, I was unable to verify this problem because all of my game dialogue worked in all cases. Now, after a fresh Windows install and restoration of my game files, it is broken unless I do the save/reload thing. Go figure on why that might be, but there it is.
</p>

<p>
	Oh, and just in case someone was thinking it, no, deleting the .seq file doesn't help. I tried <span><img alt=":P" data-emoticon="true" height="20" src="https://www.afkmods.com/uploads/emoticons/default_tongue.png" srcset="https://www.afkmods.com/uploads/emoticons/tongue@2x.png 2x" title=":P" width="20"></span>
</p>


]]></description><guid isPermaLink="false">5781</guid><pubDate>Mon, 10 May 2021 04:05:55 +0000</pubDate></item><item><title>Plugin Files And You (ESM/ESL/ESP)</title><link>https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/</link><description><![CDATA[
<p>
	Beginning with Patch 1.5.3 of Skyrim Special Edition, the game supports a new type of mod file known as a "light plugin" with the .esl extension. Elminster has spent a considerable amount of time studying how this works and has had a number of community members aid in verifying this information. Since questions about new plugin types come up all the time, I felt it was best to make sure our source here is accurate.
</p>

<p>
	<strong><span style="text-decoration:underline">Flag Types</span></strong>
</p>

<p>
	Plugins can have 3 different flag types: ESP, ESM, and ESL. This causes them to load in different ways, and in some cases handle their form IDs different from the old ways.<br>
	ESP files are standard every day mods. There will be no type flag set on these and they have the .esp file extension. Mod managers all know how these work and various modding tools consider these to be the basics of modding.<br>
	Files flagged with ESM are commonly referred to as "masters". They load early, immediately following the 5 hardcoded official files and any Creation Club content you may have.<br>
	Files flagged with ESL are known as "light plugins" or "light masters". How these load is determined by their file extension. The exception being any Creation Club content you may have downloaded. Those files load immediately following the 5 official files, according to the order they're listed in the Skyrim.ccc file.
</p>

<p>
	<strong><span style="text-decoration:underline">File Extensions</span></strong>
</p>

<p>
	The engine treats files in a certain way based on their file extensions:
</p>

<p>
	A .esm file extension will always be treated as a master file. The ESM flag will automatically set in memory.<br>
	A .esl file extension will always be treated as a light master. The ESM and ESL flags are automatically set in memory.<br>
	A .esp file can function as either type of file depending on which flags are set in its file header. If the ESM flag is set, then the .esp is treated as a master file. If the ESL flag is set, it will be treated as a light plugin. If BOTH flags are set, then it is treated as a light master.<br>
	It is important to note that as far as the game is concerned, a .esp file with no ESM flag will load as a normal .esp file would. All standard load order procedures apply to them, and any properly functioning mod manager should handle them the same way it does regular .esp files.
</p>

<p>
	<strong><span style="text-decoration:underline">The Golden Goose</span></strong>
</p>

<p>
	Files with the ESL flag are given special treatment with their form IDs. Upon loading into the game, the form IDs are remapped into the FE mod index. This is now considered a special slot in SSE and should not be occupied by any mods in your load order. Not even the Bashed Patch or any other form of merged data.
</p>

<p>
	As a result of this new support, the engine can allow you to bypass the previously hard limit of 255 plugin files. The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. All files using ESL flags must therefore contain their internal form IDs between xx000800 and xx000FFF. Anything exceeding this range is invalid and the game will either crash or you'll have severely corrupted data due to overruns.
</p>

<p>
	The reason for this is how the mapping works. We're all familiar with the normal 8 digit form ID. The first 2 digits are only used to handle load order, the other 6 are internal to their plugin file. What the ESL flag system does is it break this down even further. The First 3 digits get mapped into an internal table for the FE slot. The remaining 3 belong to the actual records in the plugin. You'll end up with something like this:
</p>

<p>
	FE000800 - FE000FFF ModFile1<br>
	FE001800 - FE001FFF ModFile2<br>
	FE002800 - FE002FFF ModFile3
</p>

<p>
	FExxxyyy and so forth up until you reach FEFFFFFF and run out of IDs and mappings. This is where the 4096 files and 2048 form IDs per file comes from.
</p>

<p>
	The benefits of all of this should be fairly clear. No more need to merge the 20 weapon mods with 5 records each. Just flag them with ESL and you're good to go. This is much safer than merging and is fully supported by the game engine so it works the same way for everyone.
</p>

<p>
	<strong><span style="text-decoration:underline">Other Information</span></strong>
</p>

<p>
	Using ESL flagged files come with some important issues to consider:
</p>

<p>
	</p>
<ul>
<li>You must be playing on a copy of SSE version 1.5.3 or newer in order to use ESL flagged files.</li>
<li>You must be using a copy of the SSE CK version 1.5.3 or higher in order to properly recognize these files for editing.</li>
<li>The file cannot contain more than 2048 records in it or the form IDs will overflow into another FE slot and corrupt the save.</li>
<li>Form IDs need to be compacted for the file to be considered valid. The CK has an option called "Compact Active File Form IDs" in the file menu. xEdit also has a function for this. When using either of these, PAY ATTENTION TO THE WARNINGS.</li>
<li>You cannot compact IDs on a file you intend to continue using in an existing save or you WILL corrupt it due to the form IDs contained within it being rewritten. Only do this on files you have not yet begun using, and which do not yet exist as public releases.</li>
<li>Other mods which reference form IDs in the mod you are compacting (compatiblity patches, script calls, etc) will break if you compact the form IDs on a mod that's been released to the public.</li>
<li>NMM does not work with files that have the .esl extension or carry an ESL flag. It has been reported to completely lock up if even one of these is present in your Data folder. Use a functional mod manager such as Wrye Bash to manage these types of mods.</li>
<li>If by some wierd twist of fate you end up with a ESL flagged file that's also ESM flagged and someone uses a standard .esp file as a master to it for some reason, that file will be forced to load into the wrong part of your setup. Normally a standard .esp file will never load before anything ESM flagged, this is the one exception to that now and it should be considered a bug to report to any mod's author who has done this.</li>
<li>DO NOT attempt to patch anything inside of a CELL record that originates with a file flagged as ESL. Doing so will cause the cell to break and not load most of its contents when you enter it. This includes any official Creation Club content you may have. It doesn't matter who made the file, it will break.</li>
<li>Mods that use the GetFormFromFile() function in their scripts to reference things within them cannot be compacted unless the scripts are also recompiled with the new form ID.</li>
<li>Mods using recorded voice lines or that include NPC facegen data cannot be compacted because all of those asset files will need to be manually renamed to match the new dialogue and NPC form IDs.<br>
</li>
</ul>
<p>
</p>

<p>
	This post will be updated again as needed to reflect new information that may be uncovered.
</p>
]]></description><guid isPermaLink="false">5079</guid><pubDate>Fri, 06 Oct 2017 09:16:54 +0000</pubDate></item><item><title>xEdit yellow warnings, safe to remove?</title><link>https://www.afkmods.com/index.php?/topic/6133-xedit-yellow-warnings-safe-to-remove/</link><description><![CDATA[<p>
	Hi all,
</p>

<p>
	I'm just cleaning all the master esm's from Update through to my CC content. I was just curious when I saw that you had to manually remove a conflict in Dawnguard which flags up orange/yellow. My question is, is it safe to remove all conflicts that are flagged up orange/yellow in xEdit?
</p>
]]></description><guid isPermaLink="false">6133</guid><pubDate>Sat, 06 Aug 2022 10:47:18 +0000</pubDate></item><item><title>[Skyrim SE] SSEEdit - Records that merge at runtime</title><link>https://www.afkmods.com/index.php?/topic/6083-skyrim-se-sseedit-records-that-merge-at-runtime/</link><description><![CDATA[<p>
	I've seen a few scattered questions about which records in the game will conflict with each other and which won't and what should be done about it if they do or don't. It can be a bit of a tricky subject. So I figured it's about time to start documenting this in a more proper way than scattering it about on various mod threads on Nexus and elsewhere. A more centralized list if you will.<br>
	<br>
	If you DO NOT see the records listed here, assume they CANNOT be ignored and that conflict resolution will be necessary. Yes, this can get very specific inside various record types.<br>
	<br>
	If there is a subrecord you think should be listed here, let me know. It will need to be verified that data will merge or otherwise be collected properly at runtime before adding it to this list.
</p>

<p>
	<u><strong>Default Object Manager</strong></u>
</p>

<p>
	<strong>DOBJ</strong> - DNAM [Objects]: ElminsterAU has confirmed that this record merges its data at runtime, therefore conflict management on this record if it exists in a mod is unnecessary.
</p>

<p>
	<u><span><strong>Dialogue Subrecords</strong></span></u><br>
	<br>
	<strong>DIAL</strong> - TIFC [info Count]: These will appear as conflicts whenever the counts don't match. So far as I have been able to determine, the game will keep track of the highest count and will run with that. It's also possible this subrecord doesn't matter in the end and is only for internal information purposes as this count value is never seen in the CK.<br>
	<br>
	<strong>INFO</strong> - PNAM [Previous INFO]: These will be sorted at runtime based on the actual order of the final list of INFOs attached to a DIAL record.<br>
	<br>
	<u><span><strong>Story Manager Records</strong></span></u><br>
	<br>
	<strong>SMQN</strong> - SNAM [Child] subrecord: The children specified in these subrecords will process correctly even if the display appears to indicate they won't. This can be pretty clearly demonstrated by the vanilla game and the Dawnguard DLC. There are SNAM conflicts there suggesting that Dawnguard would block the connections but the game operates them properly anyway.<br>
	<br>
	<strong>SMBN</strong> - SNAM [Child] subrecord: As with the equivalent in the SMQN subrecord, these also sort themselves out at runtime.<br>
	<br>
	<u><span><strong>Location Records</strong></span></u><br>
	<br>
	<strong>LCTN</strong> - Location record: As displayed in TES5Edit, everything from ACPR all the way down to LCEP will merge with each other at runtime. Conflict resolution for these subrecords is not necessary.<br>
	<br>
	All LCTN Subrecords from FULL [Name] to the bottom of the list DO require conflict resolition, as well as everything from EDID [Editor ID] up to the top of the record.<br>
	<br>
	<u><span><strong>Idle Animation Records</strong></span></u><br>
	<br>
	<strong>IDLE</strong> - ANAM [Related Idle Animations] subrecord: This data is sorted out at runtime. ALL OTHER DATA in the IDLE record must be conflict resolved.<br>
	<br>
	<u><strong>Worldspace Records</strong></u>
</p>

<p>
	<strong>NAM0</strong>, <strong>NAM9</strong> subrecords: Used to determine the in-game cell dimension of a worldspace. These have been confirmed to be exempt from the Rule of One. *ANY* mod making changes to these sets of values will have those changes propagated into the game WITHOUT conflict management. Be aware of this if you are running two mods together which intentionally change these values for a worldspace. The outcome will not be predictable and you may end up with a worldspace size much larger than you're expecting. This can lead to huge amounts of stuttering in the game that have no other identifiable cause. If you have mods which are altering vanilla worldspaces, chances are these edits were NOT intentional unless the author specifically states they have done so. They can appear in a mod unintentionally and the author may not be aware it has happened.
</p>

<p>
	<u><strong>Navigation Mesh Info Map</strong></u>
</p>

<p>
	<strong>NAVI</strong> - This is a special case record that will exist in any mod which has navmesh edits. Each mod will have this record listed as form ID 00012FB4. All of the data in each mod that has a NAVI entry will be merged at runtime. Conflict management is therefore not necessary, and likely wouldn't be possible anyway due to the complexity of the record.
</p>

<p>
	NOTE: This information is identical to the original post for Skyrim Classic/LE except for the QNAM subrecord data in the Story Manager. At some point those records stopped merging at runtime and therefore WILL require conflict resolution of some sort.
</p>
]]></description><guid isPermaLink="false">6083</guid><pubDate>Mon, 23 May 2022 00:06:52 +0000</pubDate></item><item><title>Article on Open Cities patches?</title><link>https://www.afkmods.com/index.php?/topic/5905-article-on-open-cities-patches/</link><description><![CDATA[<p>
	Since <abbr title="Open Cities Skyrim">OCS</abbr> is no longer on the Nexus, does it make sense to post the Knowledge Base article here for those who are interesting in creating <abbr title="Open Cities Skyrim">OCS</abbr> patches?  It was helpful information.
</p>
]]></description><guid isPermaLink="false">5905</guid><pubDate>Wed, 15 Sep 2021 17:43:27 +0000</pubDate></item><item><title>I'm having a recurring crash</title><link>https://www.afkmods.com/index.php?/topic/5867-im-having-a-recurring-crash/</link><description><![CDATA[

<p>
	Every time I start a new game, the game begins loading and I see the level 1 bar. It consistently crashes at this point. Is there anyone who could assist me in figuring out what's going wrong. I'm fairly new so if I posted this to the wrong board please let me know.
</p>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://www.afkmods.com/applications/core/interface/file/attachment.php?id=2043&amp;key=c88c27701b0f9e3f7db1c963ad0b54ec" data-fileext="log" data-fileid="2043" data-filekey="c88c27701b0f9e3f7db1c963ad0b54ec" rel="">Papyrus.2.log</a></p>

]]></description><guid isPermaLink="false">5867</guid><pubDate>Wed, 11 Aug 2021 03:16:04 +0000</pubDate></item><item><title>How do you reset the Black Books on the Pedistals?</title><link>https://www.afkmods.com/index.php?/topic/5821-how-do-you-reset-the-black-books-on-the-pedistals/</link><description><![CDATA[<p>
	I have very little experience ( None ) with calling animations on object references.  I have completely finished the functions for my custom Black Book but I can not get the Book on the Pedestal to reset.
</p>

<p>
	1. Does anyone know how this is done with these books?
</p>

<p>
	2. Does anyone know how I can stop the animations on an object reference?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">5821</guid><pubDate>Fri, 11 Jun 2021 05:04:18 +0000</pubDate></item><item><title>Gargoyle Statues?</title><link>https://www.afkmods.com/index.php?/topic/5819-gargoyle-statues/</link><description><![CDATA[<p>
	How do I make Gargoyle Statues not attack the player?  For example when one sides with the Volkihar Clan the statues outsiide of the castle do not attack the player.  I am tweaking a mod I downloaded for personal use, it's a dungeon I wish to turn into a player home, but there are Gargoyle statues in it.  How do I stop them from attacking the player?
</p>
]]></description><guid isPermaLink="false">5819</guid><pubDate>Mon, 07 Jun 2021 11:19:22 +0000</pubDate></item><item><title>How do I make a onehanded weapon into a twohanded weapon?</title><link>https://www.afkmods.com/index.php?/topic/5820-how-do-i-make-a-onehanded-weapon-into-a-twohanded-weapon/</link><description><![CDATA[<p>
	I've forgotten how to make onehanded weapons into twohanded weapons.  I set it up in the CK, but when I go in game and equip the weapon the character assumes the dual wield position, and not the twohanded position.
</p>

<p>
	So how do I make the weapon twohanded?
</p>
]]></description><guid isPermaLink="false">5820</guid><pubDate>Mon, 07 Jun 2021 14:33:28 +0000</pubDate></item><item><title>Little Jimmy's Papyrus Scripting Thread</title><link>https://www.afkmods.com/index.php?/topic/5812-little-jimmys-papyrus-scripting-thread/</link><description><![CDATA[

<pre>
This thread is for anything involving Papyrus. 

I hope you like the title. It is supposed to be non-authoritarian and inviting. 

Have any array functions you are interested in sharing? I didn't think so, but it was worth a try. 

<a href="https://www.creationkit.com/index.php?title=Category:Papyrus" rel="external nofollow">Creation Kit Wiki Papyrus</a>

<a href="https://www.creationkit.com/index.php?title=Category:Events" rel="external nofollow">Papyrus Events</a>
<a href="https://www.creationkit.com/index.php?title=Category:Script_Objects" rel="external nofollow">Script Objects</a>
<a href="https://www.creationkit.com/index.php?title=Threading_Notes_(Papyrus)" rel="external nofollow">Threading</a>
<a href="https://www.creationkit.com/index.php?title=Category:Non-delayed_Native_Function" rel="external nofollow">Non-delayed Native Function</a>

Many of these will not work in Papyrus. They are for the conditions template. I find them useful.
<a href="https://www.creationkit.com/index.php?title=Condition_Functions" rel="external nofollow">Condition Functions</a>

</pre>

<p>
	Chesko Array Resources<br>
	<a href="https://www.creationkit.com/index.php?title=General_Purpose_Array_Functions" rel="external nofollow">General-purpose Array Functions</a><br>
	<a href="https://web.archive.org/web/20200217001539/http://forums.bethsoft.com/topic/1413790-resource-beyond-128-extended-array-functions-to-go-to-512-and-up/" rel="external nofollow">Beyond 128: "Extended" Array Functions to go to 512 and up</a><br>
	[]<br>
	[]<br>
	[]
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	;=============================================================================================================<br>
	                                               ;ARRAY FUNCTIONS<br>
	;=============================================================================================================
</p>

<p>
	 
</p>

<pre class="ipsCode">

Int function TestSortCount( Int i = 0)
;Author: Dragonblood

int len = QuestBooks.Length
bool IsFound
int EmptyPosition
int c
while i &lt; len
If QuestBooks[i]  
  If IsFound
    QuestBooks[EmptyPosition] = QuestBooks[i]
    QuestBooks[i] = none
    EmptyPosition = EmptyPosition + 1
    i = i + 1
    c = c + 1
  Else
    i = i + 1
    c = c + 1
  EndIf
Else
  If IsFound 
    i = i + 1
  Else
    IsFound = true
    EmptyPosition = i
    i = i + 1
  EndIf
EndIf
EndWhile
Return c
EndFunction</pre>

<p>
	Here is a function for sorting reference aliases.  It should work as is but I did not test it as I am not going to be using it now. It does compile.
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="pln">    Int function SortandCountRefAliases( Int i = 0)
        ;Author: Dragonblood
        
    
        bool IsFound
        int EmptyPosition
        int c
        while i &lt; BAL ; The length of the array or the filled positions.
        ObjectReference B = BooksAlias[i].GetReference()
        If B
          If IsFound 
            BooksAlias[EmptyPosition].ForceRefTo(B)
            BooksAlias[i].Clear()
            EmptyPosition = EmptyPosition + 1
            i = i + 1
            c = c + 1
          Else
            i = i + 1
            c = c + 1
          EndIf
        Else
          If IsFound 
            i = i + 1
          Else
            IsFound = true
            EmptyPosition = i
            i = i + 1
          EndIf
        EndIf
        EndWhile
        Return c
        EndFunction</span></pre>

<p>
	Here is an array function for filling reference aliases. 
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="pln">bool function FillRefAlias(ObjectReference BK)
          
    int i = 0

    while i &lt; 100

    ReferenceAlias r = BooksAlias[i]
     ObjectReference ba = r.GetReference()
        If ba
            If ba == BK
               Return false
            EndIf   
        Else
            If r.ForceRefIfEmpty(BK)
                Return true
            EndIf
        EndIf

        i = i + 1

    EndWhile
          
          Return false
            
      endFunction</span></pre>

<p>
	 
</p>


]]></description><guid isPermaLink="false">5812</guid><pubDate>Sun, 30 May 2021 13:19:19 +0000</pubDate></item></channel></rss>
