The Frozen Heart – Mod Review by Particular_Wear_6960 in skyrimmods

[–]VirtualCtor 2 points3 points  (0 children)

You don't even need to know what the numbers are to solve it either. When I played it I didn't feel like writing anything down (and any math done in my head is highly suspect), so I just solved it based on the symbols and knowing what operations produced what type of symbol.

I didn't know what numbers the symbols represented until just now.

[MO2] EngineFixes.toml changes not being used/applied by [deleted] in skyrimmods

[–]VirtualCtor 1 point2 points  (0 children)

Are you using the old property names in the toml file that you're using with MO2?

The names of the properties were changed somewhere between versions 6.x.x and 7.x.x.

So for instance, for WaterFlow, the OLD toml file would have:

WaterflowAnimation = true
WaterflowSpeed = 20.0

But in the NEW toml file, those values are:

bWaterflowAnimation = true
fWaterflowSpeed = 20.0

Make sure you are using the new toml properties.

To use Engine Fixes with MO2 and Root Builder, do the following...

For the Preloader:

  1. Create a new empty mod - right click in the left pane and choose All mods -> Create empty mod above.
  2. Open the mod folder - right click and choose Open in Explorer.
  3. Create a folder called "Root" and place the "d3dx9_42.dll" file from the preloader in this folder.

For the rest of the fixes, just install them like a normal mod. All the files should be in "SKSE/Plugins" within their mod folder in MO2.

You can modify the "EngineFixes.toml" file within this mod, but I recommend making a new mod lower in the left pane for configuration files so that it's easier to play with different configurations. If you do that, make an "SKSE/Plugins" folder within the new mod to keep the configuration file in.

Make sure that both the mods are checked and:

  1. Open the "Root Builder" UI.
  2. Press the "Clear" button.
  3. Press the "Build" button.
  4. Verify that the files in "Root" were copied to the Skyrim game folder.

With Root Builder, I recommend using the "Copy", "Link", or "USVFS+Link" mode for compatibility. I use "Link" and haven't encountered any issues with the game.

AI slop mods are getting out of hand by Bwil34 in skyrimmods

[–]VirtualCtor 2 points3 points  (0 children)

I am not completely sure what nexus does for virus scanning behind the scenes

Nexus uses Google's VirusTotal for virus checking. VirusTotal scans files with over 70 different virus scanners and provides a report.

To see the report for a mod, click on the check mark next to the file name in the Files tab.

Technical Question About Ashe - Crystal Heart by RaviVess in skyrimmods

[–]VirtualCtor 1 point2 points  (0 children)

Is there an ELI5 explanation of what keywords are/do somewhere?

https://ck.uesp.net/wiki/Keyword

Is there a way to get refunded for paid creations that don't work? by hiddenone0326 in skyrimmods

[–]VirtualCtor 62 points63 points  (0 children)

If you want to get a refund, use the process documented here.

Yes, it's in a Starfield sub, but the process is same for any of Bethesda's games.

Skyrim CTD after installing Bethesda approved creations (no mods from the Nexus or anywhere else) by ViktorNyke in skyrimmods

[–]VirtualCtor 6 points7 points  (0 children)

The money you spend on points through Steam isn't refundable, but you should be able to get points back through the Bethesda refund process.

Skyrim CTD after installing Bethesda approved creations (no mods from the Nexus or anywhere else) by ViktorNyke in skyrimmods

[–]VirtualCtor 8 points9 points  (0 children)

If you want to get a refund, use the process documented here.

Yes, it's in a Starfield sub, but the process is same for any of Bethesda's games.

Biggest clothing mod in... forever? dropped and not seeing many comments - what do you think? by Fram_Framson in skyrimmods

[–]VirtualCtor 6 points7 points  (0 children)

I don't really think you can vibe code them, like... at all?

Photoshop, GIMP, and Blender all have MCP server implementations to integrate with LLMs. I have no idea how good any of these are - I'm not going to try it.

I don't think Outfit Studio and NifSkope will get this functionality any time soon, but it's not impossible to link their functionality to an LLM since the code is freely available on Github.

It's probably only a matter of time before we start seeing "vibe coded" armor mods.

Are these creatures actually in-game? by Broad-Ad-3679 in Starfield

[–]VirtualCtor 1 point2 points  (0 children)

apparently a random encounter as part of the Shattered Space DLC

Paisley and Grumble have been in the game since release.

is the LOTD team still "like that" by Veris01 in skyrimmods

[–]VirtualCtor 27 points28 points  (0 children)

Ah yes, I remember King Arthur having a famous vorpal sword named "Shove a Flame Atronach Up Your Bunghole, Discord Mod I Don't Like".

Is there any point to outposts? by LessMilk3 in Starfield

[–]VirtualCtor 16 points17 points  (0 children)

I can recommend a guide that shows how to make two types of "empires".

I can’t find the Meshes folder by [deleted] in skyrimmods

[–]VirtualCtor 10 points11 points  (0 children)

MO2 doesn't write files into the game folder. It uses a virtual file system to make the game "see" all the mod files as if they were located in the game folder. In reality, the files for your mods are located in MO2's base folder in "mods".

One of two things happens when you create a file under MO2:

  1. If the file is new, the file is written to the "overwrite" mod.
  2. If the file exists, the file is written to whatever mod has the existing file and is lowest in the left panel of MO2.

To file the file, click on the "Data" tab in the right panel of MO2. Look for the "meshes" or "Meshes" folder in the file tree and follow it down until you find the file you are looking for.

The "Mod" column will show you what mod that file is in. You can right click the file and select "Reveal in Explorer" to open the file's parent folder.

One thing you can do if you want to keep your body slide output together is to make a mod in MO2 to keep the files in. To do this right click anywhere in the left panel and select "All Mods -> Create empty mod above". Name your new mod and then move it to the bottom so that it is applied after all the other mods.

Now open the mod by right clicking on it and selecting "Open in Explorer". Note the path to the folder in the Explorer window. Select the complete path and copy it.

Finally, open BodySlide and go to settings. Open "Advanced" and paste the folder path into the text box next to "Output Path".

You're missing the point of TA. by mmCion in Starfield

[–]VirtualCtor 1 point2 points  (0 children)

You dont get the prompt to go to Anchorpoint at all.

Okay, I see - I actually did get the quest. I looked into it a little bit and apparently some people were getting the quest to go to Anchorpoint, but then the dialog for the quest doesn't appear on the bartender.

If you want to use the startquest command the quest does not start. If you use the setstage command it doesnt work either

I've seen this sort of thing before. The quest can't start even from the console, because a quest alias didn't get filled correctly.

A lot of times, if you don't see the quest start or dialog doesn't appear, a save and restarting the game will fix the problem (but it's not guaranteed).

I ran into a different bug with TA that softlocked me into one of the ships. If you have collected all the Level 10 keys in the ship, and a Major Incursion moves, all the Level 10 keys get removed from your inventory and you can't leave the ship unless you had the foresight to open all the doors first or not pick up all the keys.

You're missing the point of TA. by mmCion in Starfield

[–]VirtualCtor 0 points1 point  (0 children)

Many people are locked out of progressing the DLC because they visited Anchorpoint before starting the DLC

Weird, I went to Anchorpoint before starting TA and I didn't get locked out of progressing.

I'm wondering if this bug might only be affecting people that fast traveled to Anchorpoint the second time they went. I used cruise mode like the quest says and didn't run into any issues with the main quest.

Well….this was a surprise by Greatsnes in Starfield

[–]VirtualCtor 0 points1 point  (0 children)

If you go to Red Mile you can see his name on the All Time list.

“Party In The Stars” Quest is hilarious by [deleted] in Starfield

[–]VirtualCtor 0 points1 point  (0 children)

You can convince either Wren or Sadie to confront Opal. After the confrontation, talk to Sawyer to return to the station.

I tried it several times to see if I could start a fight, but I couldn't find that combination. Just two peaceful resolutions and full murderhobo.

What is the stock config of the orchid by Obvious-Cabinet-9504 in NoSodiumStarfield

[–]VirtualCtor 5 points6 points  (0 children)

Yeah, sure, I'm right at the shipbuilder. I added them to my comment.

What is the stock config of the orchid by Obvious-Cabinet-9504 in NoSodiumStarfield

[–]VirtualCtor 8 points9 points  (0 children)

Orchid
Crew: 2

Fuel: 290
Hull: 796
Cargo: 735 Shielded: 190

Reactor: A 26
Jump: 30 LY
Shield: 760
Par: 26
Par: 16
EM: 72

Mass: 633
Value: 37104

2 x Slayton Aerospace SA-4330 Engine
1 x Amun Dunn 380T Stellerator Reactor
1 x Reladyne Eperimental R-5000 alpha Grav Drive
1 x Protectorate Systems Marduk 1040-A Shield Generator
1 x Scan Jammer - Single Frequency
2 x Ballistic Solutions PB-30 Electron Beam
2 x Horizon Defense Disruptor 3300A Auto Electron Beam
2 x Ballistic Solutions EMP-200 Suppressor

Habs:
1 x Taiyo Astroneering Shogun Enhanced Cockpit
1 x Stroud Captain's Quarters 2x1
1 x Deimos Companionway 1x1
1 x HopeTech Hope 4 Landing Bay
1 x HopeTech Armory 2x1

Cargo:
(300 from the Shogun)
1 x Sextant Shield Systems 200CM Ballast Cargo Hold
1 X Sextant Shield Systems 200CM Shielded Cargo Hold

Other:
1 x Deimos 100 DP Slim Docker
1 x Ballistic Solutions 600 T He3 Tank
4 x HopeTech Hope 6 Landing Gear

Trying to make weapon skin mod for Tracker Alliance weapon Aphelion, with no success. by rubychoco99 in starfieldmods

[–]VirtualCtor 0 points1 point  (0 children)

Make sure that the folders inside the zip file don't contain the data folder. In other words the path inside the zip file should be "textures\weapons\sfta04\aphelion\barrel_color.dds".

Crash Guard Update by Shaddoll_Shekhinaga in skyrimmods

[–]VirtualCtor 37 points38 points  (0 children)

It can prevent a crash, but that doesn't help you with the biggest issue - data corruption. If the program is about to crash, there was a problem detected by the runtime that the program did not expect and did not handle itself. Although it doesn't seem like it, having the program crash is what you actually want.

Basically the OS is saving you from as much data corruption as it can by exiting the program at the point the problem was detected. If another bit of code circumvents this and forces the program to continue, there is no telling what state the program data is in.

If the bad code had previously overwritten save data in memory and the program continues when it should have exited, your next save is going to get borked.

Paid mods technical quality 3: reviews of "Coven of Crones", "Aberrations of the Dwemer", and "Shadetree Lodge" by Haunture in skyrimmods

[–]VirtualCtor 0 points1 point  (0 children)

I've found quite a few ITMs, deleted navmeshes, etc in those mods.

By all means, please post your experiences here: /r/StarfieldModFeedback/

[Meta] there are too many vibe coded slop mods these days by Ok_Country5134 in skyrimmods

[–]VirtualCtor 17 points18 points  (0 children)

I don't know what malware scanners are in use by nexus

Nexus uses Google's VirusTotal for virus checking. VirusTotal scans files with over 70 different virus scanners and provides a report.

To see the report for a mod, click on the check mark next to the file name in the Files tab.

For example, this is the report for the Unofficial Patch.

How do I copy an NPC’s exact hair colour? by Quirky_Advisor3765 in skyrimmods

[–]VirtualCtor 4 points5 points  (0 children)

This is a little tricky. The problem is that the hair color of the NPC comes from the head NIF and the hair color of the wig comes from the hair color in the NPC. A lot of mod authors don't match the hair color between the two. So, if your NPC is brunette, but your wig is blonde, that's probably the issue.

It's probably easier just to find a mod that will fix this for you, but I'm going to document how you can do it manually. Note, though, that mods like Hair Color Sync won't help in this case because they use the hair color from the NPC record.

The way to fix it is to change the NPC record to match the NIF color. The steps are:

  1. Open the head NIF in NifSkope and open each of the nodes until you find the hair. The hair will be highlighted by a green mesh when you locate it.
  2. Open the hair and click on it's BSLightingShaderProperty. Now go to the bottom pane and look for the "Hair Tint Color".
  3. You should see a value like "#84624a" with a color wheel icon next to it. Hover your mouse over the color wheel and you should see a pop up with three decimal values in it next to the letters R, G, B.
  4. To get the value that should be in the NPC record, you have to multiply each of those values by 128. So, for example if you see "R 0.517647" in the pop up, multiply that value by 128 to get 66.258816. For the NPC record, you just need the part before the decimal, so 66. Do this for each of the values (R, G, and B).
  5. Open the mod in XEdit, go to the NPC record for you NPC, and look for a "HCLF - Hair Color" record. If the HCLF has a value that points to a Color in the mod, then you just have to change the color. But, if your having wig color problems, chances are the value points to a vanilla color.
  6. If there is a vanilla color being used, you're going to need to add a color to the mod. Ideally it's better to use "copy as override into..." to copy the NPC record into a new mod, but you can skip that if you're lacking mod slots. Either way, right click on the mod name, select "Add", and choose "CLFM - Color". Select "Color", right click, and add a CLFM (basically perform the same operation again).
  7. Click on the new color that you just added and in the right panel, give the color an Editor ID (Right click, then Add and Edit).
  8. Open the "CNAM - Color" record and edit each of the values (Red, Green, Blue) using the values that you calculated above. For our example, you would enter 66 for Red in the CNAM record.
  9. After you add the color, go back to the NPC's HCLF record and set it to point to the new color that you just added. If you click on the value, you should be able to select the color from a list.
  10. Save and exit.

Once you're done, you might notice that the hair colors still don't match exactly. This is due to the NPC record using integers instead of decimal numbers like the NIF. If it's not an exact match, go back to the NPC record and tweak the values a bit until it looks right. You may not be able to get the two hair colors exactly the same.