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It's actually mods.txt that is the file included in UE4SS. The json file is used by the extension to set the enable state and load order for UE4SS mods. What's with the weird talk of teddy bears and blankies? Have you ever developed a single thing? Maybe avoid the condescending talk for things you don't understand.
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Dark0ne has to pay Cloudflare, all his lovely employees, himself, mod creators, and many others. I'm sure he'd love to make it free, but that is simply not the world we live in at the moment.
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I just want to point out that global variables are the only type of variables that can be used in dialogue conditions. Yes, I mean the box in the Dialogue window with a little checkbox on the bottom called "Use Global". There is a no way around that. In all other situations quest variables are usually preferred. But a caveat: just how much more complex your scripts will become? If it is only a matter of having to type a longer name, then just type a longer name. But don't avoid globals for the sake of avoiding globals. Oblivion scripting is NOT like C++, it is more like Fortran, and globals are an integral part of it. They have their uses and their place. You have to evaluate each case individually, there is no blanket solution, or indeed a blanket ban on globals!
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This is literally my first post here. I scoured the internet for any resemblance of someone with a similar error but I simply cant find a solution. I've lost my previous SSE 1.5.97 build last year and decided to put the game down to rest after that - I had almost 1800 mods (textures included) working perfectly fine. I know, I know, It's a lot and prone to cause issues but it worked. Came back this month and have been for the past 3 weeks re-building my LO, this time on AE 1.6.170. However, I can't for the life of me identify why things are not working as intended. Whenever I create a new character, after a few seconds, the game CTDs and I can't figure out on the crash logs why. I'll post them here in the hopes that someone can assist me. I really wanted to get back at playing the game but it's becoming very stressfull and I've been trying to set it up for the past 2 weeks. Please, if anyone can help me I'd deeply appreciated it. I suspect it's caused by a SKSE plugin/.dll file but I can't pinpoint which. https://pastebin.com/7CWfDvVC
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Starfield crashes every time I buy a vehicle
HeyYou replied to TheDoctor455's topic in Mod Troubleshooting
Message is normal. Try verfiying the game cache (assuming you have steam version?) -
Skyrim SE - Mod Detectives Thread
FenderFabrix replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
Salve ragazzi, io sono alla ricerca di 3 mods: (1) la prima si trovava nelle mods del creation club (non è contenuto DLC AE), praticamente il contenuto prevede tutta una serie di oggetti creabili alla forgia e alla rastrelliera per pelli, alcuni oggetti che ricordo bene erano delle borse che andavano a tracollo e alcune erano delle cinture in cuoio ed occupavano slot differenti dai vestiti ecc... , e avevano diversi incantamenti: per alchimia, magika regen, healt regen, one handed damage... (non è bandolier). Qualcuno saprebbe dirmi che di che mod si tratta gentilmente, o una mod piu' simile possibile. (2) La seconda è quella che permette al lockpick di restare nella posizione di rottura invece di tornare al centro. (3) Cerco qualcosa che eviti questo: Avete presente quello che succede nei primi livelli, quando in combattimento si verifica una delle animazioni piu' ridicole che si possano vedere in un combat sistem: quello di essere di essere agganciati da un nemico da una distanza 3 volte maggiore dell' arma e essere fulminati in Killcam istantaneamente. Scusate, sicuramente di norma viene richiesta una mon in un post, ma visto che c'ero... ho scelto di farne uno invece di tre. -
Wabbajack doesn't have to pay for the Nexus Mods site to keep working. You either pay for Premium or you view the ads. Otherwise the site shuts down.
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Every time I try to buy a vehicle from the technician in New Atlantis, I get a prompt in the menu to "unlock vehicles for 2500 credits" (is that part normal?) And as soon as I exit, regardless of any other menu options I touch or don't touch in the vehicle menu, regardless of any mods I have installed (as far as I can tell; already tried disabling Community patch, same result) Any help figuring this out will be greatly aprpeciated. Guess in the meantime I'll try building a ship and see if that's a persistent issue too. Link: https://pastebin.com/bwTRuaGx
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Turns out my description was too long. Mod posted called Aberrant Dragonmark through toolkit.
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Oblivion Remastered - Restore Argonian tails in dresses and robes
CyberDrago replied to Mikalana280's topic in Mod Ideas
After doing a bit of research on this myself in attempts to fix it it's apparently very much intended, according to someone on the modding discord there's a flag you can find in the UE blueprints that says "hide tail?". Theoretically you could just turn the flag off. I'm trying to learn how to use the UE stuff to turn the flag off myself but if someone else with a bit more knowledge or time beats me to it or could direct me to some good resources to help me along I certainly wouldn't be upset lol. -
You should update to the Vortex beta branch. There are many fixes for OBR in there. The extension is trying to copy the file at the location shown during deployment. It is a backup of the original mods.json file for UE4SS. Not sure what happened to the file, but you can get around this error by making a copy of the mods.json file, renaming it as mods.json.original, and placing it at that location. Ideally, the extension should do an fs.statAsync test on the file to ensure it exists before attempting to copy it, to avoid this error.
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What is the full error message? Opening up that notification will tell you why each deployment method cannot be used. What is the stated reason why Hardlinks cannot be used?
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Sort button on MO2 is greyed out?
laclongquan replied to JackKaneki's topic in Fallout New Vegas's Discussion
Late reply but wth~ Anyway, there's currently two method of dealing with all the NVSE plugins like JIP, Johnny Guitar, SUP and Showoff Nvse thing. My method is to install them directly to nvse folder in game folder. This treatment for basic, stable, very unlikely to remove, unlikely to conflict with each other, kinda pluggins. In this method those pluggins are going to have lowest priority. The pluggins are not that type? Yeah, which is when we use second method, which a lot of people around here use for nvse pluggins: They use MO2 or Vortex to install them into their session. Meaning the mods will be stored wherever MO2 or Vortex store mods. And their priority are going to whatever you set them to be. It depend on your liking, your preference~ -
Thats pathetic for a basic function to be tied to a pay wall Wabbajack doesnt tie that function to a pay wall so on behalf of disabled people how about no!
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Playing Oblivion Remastered with mods was working fine the other day. Had an unrelated hard drive issue that forced me to swap to a new one. Installed everything fresh. now I get this when trying to mod Oblivion Remastered (Deluxe btw). I have tried veryifying files of the game through steam. I have reinstalled vortex. Should I uninstall and do a fresh reinstall of vortex? Edited because just incase you needed to know I am using the 1.13.7 (latest stable version as of January 2025) the error message pops up in a red popup on the right anytime i deploy or install additional mods. mod is ue4ss 3.0.1a ENOENT: no such file or directory, stat 'C:\Users\{myusername}\AppData\Roaming\Vortex\oblivionremastered\mods\UE4SS-32-3-0-1-a-1748177853\mods.json.original' Error: ENOENT: no such file or directory, stat 'C:\Users\{myusername}\AppData\Roaming\Vortex\oblivionremastered\mods\UE4SS-32-3-0-1-a-1748177853\mods.json.original' Prior Context: at Object.copyAsync (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:9713:16) at ensureModsFile (C:\Users\{myusername}\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Oblivion Remastered Vortex Support v0.1.6\index.js:2999:31) at async esureModsFileEntryAdded (C:\Users\{myusername}\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Oblivion Remastered Vortex Support v0.1.6\index.js:2918:25) at async onAddMod (C:\Users\{myusername}\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Oblivion Remastered Vortex Support v0.1.6\index.js:2898:9) at async C:\Users\{myusername}\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Oblivion Remastered Vortex Support v0.1.6\index.js:2326:13 at async onDidDeployLuaEvent (C:\Users\{myusername}\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Oblivion Remastered Vortex Support v0.1.6\index.js:2338:5) at async C:\Users\{myusername}\AppData\Roaming\Vortex\plugins\Vortex Extension Update - Oblivion Remastered Vortex Support v0.1.6\index.js:2264:9
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Installed on the same hard drive. Bit of a misspeak on my part.
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How can I find/check WeaponLLinject.pex on xedit?
kplusa replied to kplusa's topic in Fallout 4's Discussion
I'm guessing the latter? Here's a screenshot from Vortex cause I don't know how to find WeaponLLinject.pex on xEdit -
Having the words "male and female" in a character creator is in no way offensive to trans, nonbinary, or minority people, considering it's an option mod that no one is required to download. If you don't want it, you literally don't have to download it. It in no way fosters a hostile community to any group. If comments or discourse are out of line, then moderate that. Don't wholesale remove mods that many, many people want. Literally they already changed the remaster to accommodate you.
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The Oblivion Remastered version uses a zoomed 3rd person view, placing he camera right on the forehead and then making the head invisible, thater than trying to do anything clever with the first person camera. Maybe that's the approach?
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That should be a thing in its own right, The Further Adventures Of Recorder.
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Most modders avoid them because introducing new globals doesn't bring much benefits over quest or persistent objects variables. If you don't plan to use your mod as a master for others, new defined globals aren't accessible for other mods normaly. Global names are also all together in one list in Construction Set, they are of numeric type only and there are claims that they are much slower to access than other types (quest or script variables). So modders choose method which AndalayBay already mentioned - to define static quest (which doesn't need to be running even) with variables only to serve as a shared databank among all parts as the best.
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i second this..
