Jump to content

Search the Community

Showing results for tags 'smash'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Site Support
    • Account Support
    • Vortex Support
    • Nexus Mods App
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings and Bans
  • Discussions
  • Vortex
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 8 results

  1. Hello people. I have a question because I'm deeply ignorant about NPC AI and the way that different mods change it, and I note that people here have a good notion of what they are talking about. My main question goes around mods like Immersive Citizens that claim to change the NPCs AI. How they do that? how can they be sure that's not going to mess other mods? For example, Immersive Citizens seems to do the same that "Guard dialogue overhaul" and "Run for your lives", yet the mod author states that they are not incompatible. On the contrary, the interiors and city modification mods seem to be the incompatible ones. How's that possible? Is a problem of Navmeshes? Does that means that mods that alter NPC behavior become redundant or they keep being useful despite being overwritten by other behavior mods? I'm from a social science background, so I don't understand several concepts about this.
  2. Hi, Skyrim Special Edition is running fine so far with Vortex and the mods I've installed. I'm at the point where I'm trying to create a Bashed patch. Here what I have done to replicate the issue: Install: - I installed Wrye Bash using the (currently latest) v309.1 installer. - I chose SkyrimSE as my game and ensured the file path pointed to the correct location in my steam folder. - I have checked that the Mopy folder is placed in the same location as SkyrimSE.exe. - Mopy contains Wrye Bash.exe and other related folders and documents. Running: - Running Wrye Bash.exe opens the application as normal. (I do get a "Mismatched BSA Versions" warning) - It correctly detects the mods I have installed. - When I go to create a Bashed Patch, I get the following warning: "Update.esm: Bad Top GRUP type: 'VOLI'" - After googling the issue I found a couple of posts saying that 'VOLI' is SSE specific - I checked the general settings, and found the Managed Game option was set to 'Skyrim': - It seems Wrye "thinks" I'm running Skyrim instead of SSE. (Note: I do not have any other version of Skyrim installed. Only Skyrim Special Edition. Despite this, Wrye seems hell bent on only running for Skyrim. In "C:\Users\user1\Documents\My Games" Wrye, actually CREATES a Skyrim folder with a new Skyrim.ini and Saves folder etc. My actual Skyrim.ini and save games are in a Skyrim Special Edition folder right next to this newly created folder.) Attempted fixes: - Changing Managed Game from Skyrim to Skyrim Special edition I get a warning about automatic reinstallation using the proper -o command line argument. The program then proceeds to close but hang in the background and I have to shut down my pc to reopen it. - Maybe my install was wrong? I've reinstalled a few times now, making absolutely sure I'm selecting the correct options. If you have doubts I can run through the exact steps I take. - I've looked at the bash_default.ini, and included the line "sOblivionPath=C:\Steam\steamapps\common\Skyrim Special Edition", and saved as bash.ini. I'm not sure about adding in any other lines since they don't seem to be related to what game Wrye is detecting or any path to the Skyrim.ini. In conclusion, Wrye seems to only want to work for Skyrim and despite installing it in the correct location I'm unable to get it to work for SSE. I feel like I've tried the obvious solutions but I'm just not able to figure it out. Sorry for the length of this post. If it is unclear, or you want more details, please ask. Apologies in advance if I've missed something obvious (as I'm sure I have...). Love, Jim
  3. http://puu.sh/kWdBG.jpg Mator Smash VIDEO TUTORIAL - For v0.0.7 GamerPoets Video - For v0.4.1 Mator Smash is now available on Nexus Mods. Please use the Nexus Mods Mod page for all future discussion. Nexus Mods Mod Page
  4. Hello, I have looked for quite a while on here and the googlez for somebody answering or even discussing this question I've been having and have found nothing but one topic in which nobody responded. So, here I am. OK, so I've hit the hard limit of 255 plugins for Skyrim, and have been looking into merging particular .ESPs into one using TES5Edit in order to shorten my load order so that I can finish installing my desired mods. I also use Wrye Smash to make a Bashed Patch. Say that one of the plugins being merged into one ESP has a Bash Tag suggestion by BOSS. Obviously BOSS does not recognize my newly created .ESP, and thus it cannot know if it needs Bash Tags or not. My question now is this: Should I manually add the Bash Tags that were suggested by BOSS on the non-merged .ESPs to my new merged .ESP in Wrye Bash before rebuilding the Bashed Patch? Or would it somehow be fine without it, or even a bad idea to add them? I only ask because I truly do not know what to do. I want correct leveled lists, but I don't know if adding a Bash Tag to the merged .ESP will affect the other mods included in that .ESP in a negative way. Also, if anyone is knowledgable about this, I have a related question: For merged .ESPs with multiple .ESPs requiring different Bash Tags, would I just include all of the ones that are included in any of the subsidiary .ESPs? or is the process somehow different? I feel that many other users will now be asking these questions or similar ones, due to Sheson's memory patch allowing for more intensive load orders. TL;DR - My question is this: When merging multiple .ESPs into one .ESP using TES5Edit to save on load order space, and when using Wrye Bash to build a Bashed Patch, should I manually re-add the Bash Tags suggested by BOSS for the individual pre-merged .ESPs to the new merged .ESP to ensure correct leveled lists? Or should I specifically leave it alone in order to avoid a problem? Thank you to anyone willing to answer such an obscure and stupid question. EDIT: I have read a little bit of more info from the comments on the nexus page for the Merge Plugins script, and am considering avoiding merging any mods with Bash Tags, as I am afraid I will lose better leveled lists. However, the question still stands. UPDATE: matortheeternal, in the comments on his Merge Plugin Script page on the Nexus, says that simply adding the bash tags from the pre-merged .ESPs on to the new merged .ESP and then rebuilding the bashed patch as normal should work. Huzzah!
  5. Hello! So I have a problem with Wyre Smash. At the end of building a bashed patch, this error pops up: I have read, that too many or obsolote mods modifying the leveled lists cause this. Which mod should I uninstall, or if there's any way to bypass this limit and not delete any mods? Load Order: All help is appreciated!
  6. Greetings, I need to know if Wrye Bash supports showing ratings and group tabs. What I really mean is Wrye Smash (Wrye Bash) for Skyrim. This feature was very useful for me when manually profiling my load order ever since I used Wrye Mash for Morrowind. I do not know if Wrye Bash for Oblivion has this feature enabled as I do not have OB, but the version I am using for Skyrim - Wrye Smash 3.0.3 does not show the ratings and group even when I enable it in the collumns section. I do not know if this is a bug, I've tried the python and standalone versions of Smash with the same thing it just doesn't check the ratings and group when I enable it. Thanks. :)
  7. Diversity reverts some of USSEP's changes, which I don't think is intentional. I cloned Smash.All and named the clone Smash.AllExceptNPCPackages. In Smash.AllExceptNPCPackages, and unticked the NPC Packages checkbox. I set USSEP to Smash.All and Diversity to Smash.AllExceptNPCPackages. Diversity comes after USSEP and overwrites the USSEP's package changes in a way that I don't believe is intentional. Mator Smash which loads after Diversity isn't taking USSEP's NPC package record (even though it's set to Smash.All), so it isn't overwriting Diversity's bad change: What should I be doing to fix this (besides manually copying USSEP changes in xEdit)?
  8. As I start to work on my next Fallout 4 mod project I figured I'd announce something more about it. If Arlen's one of your favorite characters, you may like this one. This isn't going to be a very large mod so rest assured it is totally doable, but it will feature a mini-series of quests, a new smaller faction (nothing on the scale of the big 4 though and no, you won't be able to invade the Institute with them), a new underground compound to discover and 3 new companions (at least 1 can be romanced, but none of them will take up a vanilla companion slot). The player dialog will be fully voiced by recycling the many lines used in the vanilla+DLC content, there's something for almost any scenario if you look hard enough. The story starts off as a follow-up to completing Arlen Glass' vanilla quests and his departure from the Slog (or his murder if you choose that route). Synopsis Arlen Glass has disappeared, left the Slog (or the hero/other NPCs have murdered him). Raiders from a Commonwealth gang "The Undying" are now harassing the Slog ghoul settlement looking for Arlen Glass to collect on a debt. Not much is known about them or even where exactly they come from, but unlike other raider gangs they have an exceptional arsenal of weaponry, are known to accept ghouls, runaway (Gen-3) or reprogrammed (Gen-1 and 2) synths and even super mutants into their ranks and most people agree - they are NOT to be trifled with. As General of the Minutemen (or perhaps you're just passing through?), you're to visit the Slog and find a way to settle this matter before things get totally out of hand. What's needed? While I can do most of the mod on my own by cutting corners or doing stuff like having silent characters with only subtitles/lips, I'd rather not do that, I'm aiming for the quality done in Marked For Termination and Father Companion quest mods. So here are some positions that may be available:- interior designers (there will be an underground compound serving as a base of operations for the Undying gang)- reskinners (hopefully we can give the raiders a more unique look that won't copy from either the random raiders or Nuka-World)- voice actors (feel free to send random auditions too, I may just decide to mold a character around you instead of the other way around)specific roles open for:a) tough talking male (a debt collector in charge of the squad of raiders sent to harass the Slog)b) Slog resident (ghoul female)c) super mutant (powerful brute but not too smart, though maybe a little smarter than Strong, note that voices can be enhanced to be deeper)d) narrator (a short ending cinematic in the style of a Fallout 3 slide may be added depending on player choices)e) Arlen Glass (wouldn't be an Arlen Glass mod without Arlen Glass and he doesn't have much dialog to recycle)- you need to be able to pull off a frail old ghoul guy for this, for continuity, you have to voice all lines even if there's already something similar in the vanilla files)for other voice acting roles, ask me privately- co-writer: the story is short, but it's not set in stone, so if you wanna be my co-worker or just bring some ideas to the table, you can join as well. I only ask that you keep things within the lore and not leak spoilers. No spoilers will be posted here, you must be part of the team to find out more. (one of my biggest regrets is that I gave everything away in the description for my last mod instead of letting player find out for themselves or have it be a community effort)- advisor: the responsibility of an advisor is to help with the general direction of the mod and also identify easy to use resources (modder's resources, "royalty free" music etc.) fitting the mod I've done previous work on other mods, so look me up if you wanna know how I do things. Contact: [email protected]
×
×
  • Create New...
  翻译: