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Showing results for tags 'activation'.
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I installed the nmm about a week ago, i started downloading and activating mods right away. But recently i havn't been able to activate any more mods or download any. skyrim mods work just fine and they install just fine. i have gotten the trace file error befor, but now nothing happens, when activating at 50% every time and it stops for a moment and then just displays ''an error occurred'' or something. it may have something to do with the fact that i have to run everything on an external hdd. but it hasn't caused problems befor now. i have re formated the drive and installed everything all over again. It would suck to have to do that again, especially considering the fact that i would have to write down so many mods that i want to install.
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Whenever I try to Activate ShyUI in the NMM I get the following error message Failure A problem occurred during install: Could not load file or assembly '0 bytes loaded from CSharpScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format. Bad IL format. Does anyone no how to fix this. I have downloaded ad installed the latest version of SKSE.
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Whenever I try to Activate ShyUI in the NMM I get the following error message Failure A problem occurred during install: Could not load file or assembly '0 bytes loaded from CSharpScript, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format. Bad IL format. Does anyone no how to fix this. I have downloaded ad installed the latest version of SKSE.
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Hello there everyone, I've been modding fallout 3 a lot recently, and was lucky enough to get BenWah's help on some stuff, but I have recently has some issues. My load order is rather large, totally at 59 plugins. I would appreciate it if anyone could look at my mod list, and help me sort out an activation order I can use in the future when reinstalling. I get very confused when it comes to the order I should activate fallout 3 mods. I never had the issue with Skyrim. If you need any more info other than the image I will attach, let me know. Otherwise, peace out and thanks a ton! -Rip
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I'm creating a mod that adds new towns. I'm trying to make it to where the NPCs seem to have lively lives and feelings but I'm having trouble with a scene that starts when I open the door (going from one cell to anther (Bee and Barb to Riften; Ratway to Thieves Guild). I've tried using this script with a trigger box but nothing's working: ScriptName MarIntheraBraunIntroScene Extends ObjectReference Actor Property PlayerREF Auto ; Least 'costly' way to refer to the player Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF ; This condition ensures that only the player will trigger this code Debug.MessageBox("Yippee!") EndIf EndEvent For the trigger box script, I'm using the quest MarIntheraBraunSceneIntro and the scene name is BraunMarIntheraFightingIntro. P.S. The quest is ONLY for the scene. It's not being used as an actual quest.
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I'm creating a mod that adds new towns. I'm trying to make it to where the NPCs seem to have lively lives and feelings but I'm having trouble with a scene that starts when I open the door (going from one cell to anther (Bee and Barb to Riften; Ratway to Thieves Guild). I've tried using this script with a trigger box but nothing's working: ScriptName MarIntheraBraunIntroScene Extends ObjectReference Actor Property PlayerREF Auto ; Least 'costly' way to refer to the player Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF ; This condition ensures that only the player will trigger this code Debug.MessageBox("Yippee!") EndIf EndEvent For the trigger box script, I'm using the quest MarIntheraBraunSceneIntro and the scene name is BraunMarIntheraFightingIntro. P.S. The quest is ONLY for the scene. It's not being used as an actual quest.
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I'm having trouble figuring out how to make certain items activate and deactivate. Specifically, I'm looking to make some "on/off switches"- for example, a water valve that turns on some water effects, activates sound effects, and enables use of sinks- until toggled again, which turns off those effects and disables the sink. How can I do this?
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Hi there, I hope I'm posting this in the correct location, I'm not very good with the forum posting. But I'm trying to find some help with the Geck; See I'm not at all that new to the Geck, been working on my own interior spaces,navmeshes, npcs, items, and scripts for about a month maybe month and a half. But anyway- I'm working with terminal scripting and was able to write a script which enables me to unlock doors with a terminal. This wasn't that hard to do- but the question I have about the Geck, is this- "Is there a way to activate specific doors using scripting?" I have the doors can be unlocked by the terminal by clicking unlock- but the interior I'm making, is a vault prison holding cell, where many creatures are kept imprisoned for study, and if the cells are unlocked- I want there to be a sort of fail safe, where if they are unlocked- the main vault door will Activate, closing and preventing the monsters, and you from escaping. I then want to make an override terminal located somewhere deep in the vault so you can open the main door. Is it possible to activate a vault gear entrance, using scripts? here is some additional information; The terminal I'm using- I gave it a ref for the scripting purposes. Its called SupercomputerRef The doors it unlocks are pretty simple; DoorRef DoorRef2 DoorRef3 DoorRef4 etc The door I want to activate upon clicking unlock is called- GeardoorRef Can someone please help me?
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(FIXED, just a load-order-thing) Hi, I can't talk to Vex in the Thieves Guild at all. I have done the main quest, and working on restoring the guild. Came back from a heist job. Every time I press the activation key, or talk key (E by default) a generic sound plays (the same as the "wait sound" [empty clicking noise]) an nothing happens. I've tried everything! Killing her, disable/enable, placeatme, leaving the area, rebooting, restarting the game, and taking on/off, dropping an identity-hiding-cowl I've got and many more. Reloading an old save is not an option. Sometimes if i pick up several items from a table I tend to get the same bug, the "activate button" (E by default) simply does nothing, except from playing the noise. I've tried remapping the key, but it doesn't work. Help me, please :sad: Old "buggy" load order: Skyrim.esm Dawnguard.esm Dragonborn.esm HearthFires.esm Update.esm Unofficial Skyrim Patch.esp Unofficial Hearthfire Patch.esp Unofficial Dragonborn Patch.esp Unofficial Dawnguard Patch.esp SPIKE.esm ApachiiHair.esm HighResTexturePack02.esp HighResTexturePack03.esp HighResTexturePack01.esp lpsleep.esp SoS - Civilization.esp SoS - The Dungeons.esp SoS - The Wilds.esp WetandCold - Ashes.esp WetandCold.esp Populated Cities 2.esp Open Cities Skyrim.esp Immersive Weapons.esp Immersive Battles.esp Immersive Brigands.esp Immersive Dawnguard.esp Immersive Dragonborn.esp Immersive Factions.esp Immersive Mercenaries.esp Immersive Patrols.esp Immersive Travelers.esp Immersive Werewolves.esp iHUD.esp hothtrooper44_ArmorCompilation.esp EnhancedWetnessandPuddles.esp Konahriks Privilege by Edhelsereg.esp Chesko_Frostfall.esp HARODATH_ImmersiveSoulgems.esp RLO - Adaptive Interiors Vanilla Weathers Patch.esp RLO - Major City Exteriors - No Guard Torches.esp konahrik_accoutrements_dpe.esp konahrik_accoutrements.esp konahrik_accoutrements_db.esp konahrik_accoutrements_SkyRe.esp Populated Forts Towers Places.esp Populated Cities Towns Villages.esp ImmersiveFP.esp Populated Lands Roads Paths.esp Equipping Overhaul.esp TouringCarriages.esp dD - Enhanced Blood Main.esp TradeRoutes.esp TradeRoutes-SkyRe-Patch.esp _admod.esp DawnofRiften.esp Superior Rorikstead.esp DawnofWindhelm.esp WhiterunAlivePiano.esp iNeed.esp BorderSense.esp RaceMenu.esp RaceMenuPlugin.esp ReProccer.esp SkyRe_Main.esp SkyRe_Races.esp SkyRe_StandingStones.esp SkyRe_Combat.esp SkyRe_EnemyAI.esp SkyRe_EnemyScaling.esp SkyRe_EncounterZones.esp SkyRe_Survivalism.esp SleepTight.esp RE_RealEstate.esp Hunterborn.esp Hunterborn_Dawnguard-Patch.esp Hunterborn_Frostfall-Patch.esp thesnakepit.esp HeljarchenFarm.esp Convenient Horses.esp WellCaveCustom.esp MoonGlow.esp Prometheus_No_snow_Under_the_roof.esp SkyUI.esp Animations.esp RealisticHumanoidMovementSpeed.esp flaho_shi_eagles_nest_ENG.esp towConversation.esp Blackjack.esp GarrettThiefArmor.esp AK- Cowl of the Grey Fox.esp New "functional" load order: Skyrim.esmUpdate.esmDawnguard.esmDragonborn.esmHearthFires.esmSPIKE.esmUnofficial Skyrim Patch.espUnofficial Hearthfire Patch.espUnofficial Dragonborn Patch.espUnofficial Dawnguard Patch.espApachiiHair.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espiHUD.esplpsleep.espSoS - Civilization.espSoS - The Dungeons.espSoS - The Wilds.espSkyRe_Main.espSkyRe_Races.espSkyRe_StandingStones.espSkyRe_Combat.espSkyRe_EnemyAI.espSkyRe_EnemyScaling.espSkyRe_EncounterZones.espSkyRe_Survivalism.espSkyUI.espSleepTight.espRaceMenu.espAnimations.espImmersiveFP.espChesko_Frostfall.espHunterborn.espHunterborn_Dawnguard-Patch.espHunterborn_Frostfall-Patch.espOpen Cities Skyrim.esphothtrooper44_ArmorCompilation.espWetandCold - Ashes.espWetandCold.espEnhancedWetnessandPuddles.espDawnofRiften.espSuperior Rorikstead.espDawnofWindhelm.espWhiterunAlivePiano.espTradeRoutes-SkyRe-Patch.espPopulated Cities 2.espPopulated Lands Roads Paths.espPopulated Forts Towers Places.espPopulated Cities Towns Villages.espTouringCarriages.espiNeed.espImmersive Weapons.espImmersive Battles.espImmersive Brigands.espImmersive Dawnguard.espImmersive Dragonborn.espImmersive Factions.espImmersive Mercenaries.espImmersive Patrols.espImmersive Travelers.espImmersive Werewolves.espHARODATH_ImmersiveSoulgems.espRLO - Adaptive Interiors Vanilla Weathers Patch.espRLO - Major City Exteriors - No Guard Torches.espKonahriks Privilege by Edhelsereg.espkonahrik_accoutrements_dpe.espkonahrik_accoutrements.espkonahrik_accoutrements_db.espkonahrik_accoutrements_SkyRe.espEquipping Overhaul.espdD - Enhanced Blood Main.espTradeRoutes.esp_admod.espBorderSense.espRaceMenuPlugin.espReProccer.espRE_RealEstate.espthesnakepit.espHeljarchenFarm.espConvenient Horses.espWellCaveCustom.espMoonGlow.espPrometheus_No_snow_Under_the_roof.espRealisticHumanoidMovementSpeed.espflaho_shi_eagles_nest_ENG.esptowConversation.espBlackjack.espGarrettThiefArmor.espAK- Cowl of the Grey Fox.esp
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- bug
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