The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Avrie 15 Thg12, 2016 @ 8:07am
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Old Farts' Coffee House
https://steamcommunity.com/sharedfiles/filedetails/?id=2248436202
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If you're new to Skyrim, or just having problems, and not sure where to begin ... Just ask. All are welcome, If you can grow pubic hair you're already an old fart to someone.

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Keep it clean (mostly) While the game is listed as mature, a lot of the people aren't
Keep it civil (always) arguing a little is fine, just keep it friendly

Move over young ones ... Gramps moved back in.
Lần sửa cuối bởi Avrie; 28 Thg12, 2020 @ 5:00am
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Nguyên văn bởi Avrie:
Dynamic Activation Key
https://www.nexusmods.com/skyrimspecialedition/mods/96273
DAK is an excellent mod but it's also very limited. A mod has to be designed to use it (if I were skilled enough I may could fix that myself by editing the mods I want to use) but also it only works for the activation key. It's right there in the name :lunar2019laughingpig:. I suspect there's a good reason for that.

ETA: Now that I think about it, this could solve my problem with Workbench Containers, if I could figure out how to make it work with DAK.
Avrie 10 Thg03 @ 9:25am 
Nguyên văn bởi Ihateeverybody:
Maybee a threesome action would clear their "state". I have Ostim and occasionally get that sort of issue with unsupported voice types (Craven, Old People, etc).

A minor update. It seems the MCM for OSLA didn't appear immediately, so I didn't realize it defaulted to OSA mode. I switched it to SLA mode and opened a dialog with Ysolda again. It didn't clear her sandboxing AI unfortunately. I did join the companions, and as I was leaving for the first 'Animal Expermination' quest, I trained with Aela in Archery, and 'that' Seems to have fixed Ysolda. I'll keep an eye on it now that it's on my radar. But the SLA setting may fix the issue.



Nguyên văn bởi DragonMaster:
Now can someone explain to me What is this weight 100 is all about? You see I was looking over the Mare follower or Lydia replacer mod

https://www.nexusmods.com/skyrimspecialedition/mods/68871

In the description it says "Lydia's default weight is 100 and this should be used to avoid neck seams. How are we suppose to know how much her weight is? It's not like we can put er an a scale and weigh her.

0 is the lowest weight, 100 is the highest weight. If you use Bodyslide the weight slider all the way to the left is 0, all the way to the right is 100. As for the tag in the mod description, it's referring to the available console command. Just keep in mind you may not need to use this, it's only if you have visible seams.

setnpcweight <0–100>
Sets the weight of the selected NPC and updates the model to reflect the new weight.

Open the console while in front of her, target her with the mouse and enter:
setnpcweight 100 <enter>
Morning all,

I have a quick question about MO2 and conflicts. Can I edit individual files within two mods that have conflicts?

Example, I prefer to use Skyland AIO for the three Solitude window textures that are also included in Lux.

In MO2, the only way I can see to do this is to copy the three files into a folder, ZIP them up, and install them as a separate mod after Lux thereby these take priority over the Lux files. In Vortex, I can manage individual files in mods that have conflicts easily using the Manage Conflicts option in the right dropdown menu next to each mod.
Nguyên văn bởi Nabinkemper:
In MO2, the only way I can see to do this is to copy the three files into a folder, ZIP them up, and install them as a separate mod after Lux
No need to zip them. Right click in the mod list, create empty mod, then you can drop the files you want into the empty mod (rename it whatever you like)
Altbert 10 Thg03 @ 10:24am 
Nguyên văn bởi Hypertext Eye:
Nguyên văn bởi Avrie:
Dynamic Activation Key
https://www.nexusmods.com/skyrimspecialedition/mods/96273
DAK is an excellent mod but it's also very limited. A mod has to be designed to use it (if I were skilled enough I may could fix that myself by editing the mods I want to use) but also it only works for the activation key. It's right there in the name :lunar2019laughingpig:. I suspect there's a good reason for that.

DAK is indeed very limited, as it is a requirement for their own mods. Just one modifier key and one selection key. The mods that require DAK will probably have an MCM in which you can define those keys, or the MA has those keys predefined.
Nguyên văn bởi Altbert:
DAK is indeed very limited, as it is a requirement for their own mods. Just one modifier key and one selection key. The mods that require DAK will probably have an MCM in which you can define those keys, or the MA has those keys predefined.
Yeah. I just want to edit Workbench Containers so it will use DAK instead of the Ready Weapon key. I will look at it when I have more time.
mikk011 10 Thg03 @ 10:35am 
Nguyên văn bởi Nabinkemper:
Morning all,

I have a quick question about MO2 and conflicts. Can I edit individual files within two mods that have conflicts?

Example, I prefer to use Skyland AIO for the three Solitude window textures that are also included in Lux.

In MO2, the only way I can see to do this is to copy the three files into a folder, ZIP them up, and install them as a separate mod after Lux thereby these take priority over the Lux files. In Vortex, I can manage individual files in mods that have conflicts easily using the Manage Conflicts option in the right dropdown menu next to each mod.

You can turn off individual files in MO2, even .esps. Edit: Do this in the left pane Information>Filetree tab.

In your hypothetical
Mod A
Window Tex A (unwanted)
Window Tex B (wanted)

Mod B (overwriting Mod A)
Window Tex A (wanted)
Window Tex B (unwanted)--for Mod A's texture to win, right click on this file and select "hide"* You can right-click and select "Unhide" at any time if you want that file back.

*You can also disable files when you first install a mod; when you select the Manual option on the popup, you can expand the filetree, deselect any file(s) and those files never get installed at all. It's on you to remember that you did this when you are scratching your head wondering where a missing file is.
Nguyên văn bởi mikk011:
Mod B (overwriting Mod A)
Window Tex A (wanted)
Window Tex B (unwanted)--for Mod A's texture to win, right click on this file and select "hide"* You can right-click and select "Unhide" at any time if you want that file back.
And you don't even have to remember which mods have hidden files, as MO2 will tell you.
xybolt 10 Thg03 @ 2:24pm 
DAK is only useful for quick actions if you have a dual use. Do not expect it act as a list of option as it is already given when interacting with something.

I do have DAK in my mod list. It is used for
- simply knock versus crouching lockpick + peek (DAK)
- simple follower healing (Jayserpa's mod, DAK to give them your 'lowest' potion
- campfire: DAK to have various quick actions such as collecting stuff or quickly lighting campfire
- alchemy requires bottle: quick spill if you need some
- vampire feeding, DAK to feed, otherwise regular interaction
Thanks all for the input.
Nguyên văn bởi xybolt:
DAK is only useful for quick actions if you have a dual use. Do not expect it act as a list of option as it is already given when interacting with something.

I do have DAK in my mod list. It is used for
- simply knock versus crouching lockpick + peek (DAK)
- simple follower healing (Jayserpa's mod, DAK to give them your 'lowest' potion
- campfire: DAK to have various quick actions such as collecting stuff or quickly lighting campfire
- alchemy requires bottle: quick spill if you need some
- vampire feeding, DAK to feed, otherwise regular interaction
Yeah. I just want to use it with Workbench Containers. The mod uses the "ready weapon" key to open the container, but something in my mod list is causing that to malfunction. So I want to use DAK, activate = use crafting station as normal, shift + activate = open workbench container
Nguyên văn bởi DragonMaster:

Now I'll have you know that this is a PG rated game.<LOL> But regardless I do like your thinking. <G>


<evil villain Laugh>. Its actually Mature rated. If you allow your kids to play skyrim you are a cool parent....but you are also a bad parent. It's one of those Daedric Prince type choices.

Don't make me tell Tipper Gore on you.
Nguyên văn bởi Ihateeverybody:
Nguyên văn bởi DragonMaster:

Now I'll have you know that this is a PG rated game.<LOL> But regardless I do like your thinking. <G>


<evil villain Laugh>. Its actually Mature rated. If you allow your kids to play skyrim you are a cool parent....but you are also a bad parent. It's one of those Daedric Prince type choices.

Don't make me tell Tipper Gore on you.


You are so right it is and after playing it all these years and never having to worry about game ratings didn't even think about the rating of the game itself thanks for the correction.
Nguyên văn bởi Hypertext Eye:
Yeah. I just want to use it with Workbench Containers. The mod uses the "ready weapon" key to open the container, but something in my mod list is causing that to malfunction. So I want to use DAK, activate = use crafting station as normal, shift + activate = open workbench container
That requires you to create a new mod with DAK as a requirement ("master"). Modifier and selection keys are defined in DAK, but the actual activation happens in the new mod. As far as I understand, keys are defined in the MCM of the new mod, since DAK doesn't contain an MCM.
Nguyên văn bởi Altbert:
Nguyên văn bởi Hypertext Eye:
Yeah. I just want to use it with Workbench Containers. The mod uses the "ready weapon" key to open the container, but something in my mod list is causing that to malfunction. So I want to use DAK, activate = use crafting station as normal, shift + activate = open workbench container
That requires you to create a new mod with DAK as a requirement ("master"). Modifier and selection keys are defined in DAK, but the actual activation happens in the new mod. As far as I understand, keys are defined in the MCM of the new mod, since DAK doesn't contain an MCM.
I know. I've already said I will look at it when I have time for it.
Workbench Containers defines its hotkey in its scripts, so I will have to edit those scripts. There is guidance on the DAK mod page. WC doesn't have an MCM and creating one would be extra work I don't need to do.
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