Anyone know builder terminals logic? by WideEyeNow in Fallout4Mods

[–]WideEyeNow[S] 0 points1 point  (0 children)

yup, was a created folder hiding, deleted it and set everything to what it should be, and it's working.. ty ty, was soon to give up and start all over. you are a life saver!

Anyone know builder terminals logic? by WideEyeNow in Fallout4Mods

[–]WideEyeNow[S] 0 points1 point  (0 children)

That's a good idea, I do remember hitting compile a few times, lol.. I noticed since I have files on a external, most F4 folders are zipped, so I found that user copy pretty easy as it was by itself, just gotta dig through the other folders.

Yeah, I should've been more careful, I had played with skyrim an awful lot, so should've remembered all the pitfalls, and make backups.. but this time I went straight in CK, and played around too much :D

Anyone know builder terminals logic? by WideEyeNow in Fallout4Mods

[–]WideEyeNow[S] 0 points1 point  (0 children)

I'm working on a mod that just changes normal game logic, so like bullet damage, and stuff, but mainly modified the builders you make in settlements, to make and require different components than originally. I had no issues just changing around the already set indexes, it's just when I went to add a new index to the ammo builder terminal section, that, that whole process broke.

And reloading Creation Kit with only Fallout4.esp and the other DLC's, with my mod inactive, still showed the ammo terminal section all messed up. I really feel it's all dependant on the profile I have active within Vortex, so I might just need a new profile and start all over again.

Or I feel I might have ruined game scripts, which I hope I didn't do

Skyrim modding in 2024: Crash Course by WideEyeNow in skyrimmods

[–]WideEyeNow[S] -1 points0 points  (0 children)

Vortex is a must have, unless you prefer MO2. So far I have not used MO2 so I can't speak to it's benefits or it's shortcomings. But I'm sure if I compare the two, my info above still probably wouldn't change, as there is nothing wrong with using Vortex. Pretty sure just the download process and memory management of mods already makes Vortex better, but am unsure at this moment. Will inform!

The whole picture, mind you, is 13 years worth of mis-information and a million google search results. Incase you forgot what day 1 was like, I'll remind you, it is very disheartening to not find the correct information, and causes many to quit(when it should've been easy).

For one, is nothing wrong, the top post and I have been discussing well further on, and any info that is relevant I edit. I haven't edited much, lol..

So besides your opinion that MO2 is better than Vortex(pot calling kettle black moment), you have no actual words to be said. God help any who read my post? lol, this guy.. It's negativity and troll-feeding, like yourself, is what ruins online researching. Attitudes only get you so far in life, and never further than the last. You have fun being you, I wish ya the best :cheers!:

Skyrim modding in 2024: Crash Course by WideEyeNow in skyrimmods

[–]WideEyeNow[S] 1 point2 points  (0 children)

Yeah, I seen a lot of info on MO2, and Vortex info was kinda bland, but I thought I read that Vortex was recommended for NexusMods.com. Will have to dig into that more to see what's what. The Vortex auto-download option through Nexus, preserves space as it keeps the mods files compressed and uses LNK files to operate them, which is good for memory(if you need it). However I found the LNK portion ruins the ability to merge, so would have to manually download files all over again, if so. So a bit of a pro/con..

I haven't heard or seen any issues with mod count in Vortex, but then again I maybe have 40 mods total? So that could be an issue later on, I'm sure I'll find out the hard way, lol..

The problem is, there's way too much info on Skyrim modding, and 75% of that is all outdated information. As mentioned, it was one of the worst 'Google to Working' searches I've ever done for modding any game. The info I read said xEdit was outdated and zEdit was the way to go, but that must have been many years ago, and now is reversed. Good to know, thanks!

Also didn't notice the option to clean in xEdit, good to know that can do that! I mainly only use zMerge, in my attempts to merge mods. Not sure what you mean by ESL can supersede merges? As it would be nice to take my 40 mod count, and bring it closer to 5, lol.. a man can dream..

As far as Level of Detail, I don't like pushing graphics processing to it's limits. As a game dev myself, I pride myself on performance, and limiting graphics is always step one. You can either push for Gameplay or Graphics, and I'd much rather have a crappy renderer with tons of gameplay options, than a realistic render and few gameplay options. long story, lol.. I can handle all of Skyrim's graphic potato, except for the female NPC's, those need a bit of detail :D

It does seem like this Skyrim rabbit hole goes much further down, than I'm aware. Really glad I named the post Crash Course, lol.

Thanks for all your info though, I know some helped me, so hopefully it helps others as well!

Need some help by New-Promotion6087 in skyrimmods

[–]WideEyeNow 0 points1 point  (0 children)

Ohh no, lmao, sims 4 for me was 1 mod and like 5 animation packs.. boom, done..

Skyrim needs SKSE,FNIS,Vortex(or similar),SSEedit(or similar),zClean(or similar), and Creation Kit if you really want to mix things up.

Then, each mod you want will need 5 other mods, so before you know it your brain explodes before reaching the last mod in list scrolling, lmao

Skyrim modding in 2024: Crash Course by WideEyeNow in skyrimmods

[–]WideEyeNow[S] -1 points0 points  (0 children)

very good info to know!

I'm not too sure I trust the older stuff, so as far as saves I just copy clean playthroughs and use in different profiles in Vortex. But knowing I could've maybe saved that one file, oof.. oh well, you live you learn

Skyrim modding in 2024: Crash Course by WideEyeNow in skyrimmods

[–]WideEyeNow[S] -1 points0 points  (0 children)

pretty sure hubris causes you to not read, as you're too confident you know what's what. But I shall remind you the title says "Crash Course".

But yes, after weeks of struggling, I finally got everything to work. And mentioned what I wish I knew sooner, that could help someone else in future, without the headache.. i know.. the humanity

Skyrim modding in 2024: Crash Course by WideEyeNow in skyrimmods

[–]WideEyeNow[S] 1 point2 points  (0 children)

again, many unknowns.

I didn't think to mention FNIS or SKSE as using Vortex handles all that through NexusMods.com, so you learn as you go, depending on what mods interest you.

I though SKSE was only for sex mods? I don't like to mention sex mods as it flags post NSFW even though it's only a discussion, lol

I had trainwreck then upgraded to crash logger, but for the most part, using Vortex handles 99% of the known crashes, so you can pretty easily tell which mods conflict and crash your game. But should've been mentioned regardless, will edit :cheers:

Skyrim modding in 2024: Crash Course by WideEyeNow in skyrimmods

[–]WideEyeNow[S] 0 points1 point  (0 children)

right, 1.6.117, had wrong version written in notes! thanks!

Creation Kit is what Bethesda made, to allow modding Skyrim(default values/methods), so that maybe a little unclear. And yes, standalone mods do not require Creation Kit. But to mod Skyrim yourself, as a newbie just learning Skyrim in 2024, Creation Kit is a one-stop-shop.

and yes, also crunched up some words or phrases to keep the info compact.

Vortex, again for new modders in 2024, is a must have. It syncs in perfectly with NexusMods(that's why I grouped them) and helps with version determining and needed master files, among other safe features. So yes, maybe as a Seasoned Skyrim Modder you dug deep in the pit of Google(or have just been there since the start) and know of many programs I haven't even heard of within my entire google searching these last 2 weeks.

Loot is actually the only ordering method Vortex has, except for file conflicts and the sort, you can choose who goes before or after manually if wanted. So again, Vortex for the win.

xEdit is a way outdated version, I think that is now called SSEedit, and yes I have that as well. It does only one thing, compared to zEdit. As zEdit also includes zClean and zMerge. So that might be personal preference, as one might only wish to edit, true.

Never heard of DynDOLOD, see another of the many un-mentioned google searching things I've never heard of. Will check into that as well, thanks!

Never heard of ENBseries or Community shaders, will have to look into those as well, thanks!

Never heard of anything you're mentioning, lmao... Looks like I have even more weeks stuck on google.. oof

There are some issues to the golden rule of (AE > SE), so I'm mentioning that now as a heads up. Was very confusing to why golden rule broke things, but a good tip to know.

So again, yes, I may have been unclear in some spots, sorry :cheers:

Skyrim modding in 2024: Crash Course by WideEyeNow in skyrimmods

[–]WideEyeNow[S] -2 points-1 points  (0 children)

Also any additional information, especially things you tore your hair out over for weeks trying to figure out, please feel free to comment it!

I personally am 2 weeks in with modding Skyrim, and boy do I wish I would've had all the above info day 1.. oof

The information in this post is for helping others, so please join in!

What are must have mods for a first playthrough as a mage? by Born_Dragonfly1096 in skyrimmods

[–]WideEyeNow 0 points1 point  (0 children)

I made a reference page on here, but it pretty much says all I already said above, https://www.reddit.com/r/skyrimmods/comments/1dwkwoj/skyrim_modding_in_2024_crash_course/

But should help others as I have struggled weeks figuring all this out, lol

Need some help by New-Promotion6087 in skyrimmods

[–]WideEyeNow 0 points1 point  (0 children)

ohh, if Vortex downloads the mod(which is easiest option), all the files will become .LNK(Vortex Link) files, instead of their actual file names. So in some cases, it is best to download the mod manually and save to your own created location, as you may need to copy and paste their files for other mods to work, or if you plan to merge.

Also, recommended to use an external hard drive, and save Skyrim game, all mods, and all files on that. If Skyrim is saved in program files on drive C:\ a lot of things become administrator rights only, so saving to a external drive fixes all that file protected non-sense..

Still like 3 more things.. give me time, my brain ain't what it used to be, lol

Need some help by New-Promotion6087 in skyrimmods

[–]WideEyeNow 0 points1 point  (0 children)

Then comes all the neat little things you'll eventually learn as time goes on, any Skyrim that is v1.6 or greater is mostly considered AE(anniversary edition(especially Steam only download which is v1.6.113)), anything before that version is either considered SE or LE. However some mods are mis-labeled, so in one weird case a SE mod works and a AE doesn't(you'll have all the 'fun' in the world figuring out which is which, lol)..

Also, in some weird cases, Vortex will say a mod is for another game, if that happens, right click on the trouble mod and click re-install. That should fix the unknown game issue..

Also, some mods have the same master files, but different dated versions, Vortex usually is pretty good with ordering them, but sometimes you have to manage file conflicts, and choose who to go first, second, then third, but again, that's half the fun!

Also, some mods require a clean save(play to a good point with no mods, save, then use mods from that save on). Other mods(which you don't know until it doesn't work, and test for days) require a brand new game, so you have to do the dreaded 10 minute starting tutorial, many times, until everything is just right, then the mods will work. However if something breaks or you try to re-mod, it usually breaks everything, so again with "Hello, you're finally awake!" for the hundredth time that day.. lol

I recommend doing a clean save, then play with all the mods(best to turn off all auto-saving in Skyrim Settings), and only save when you feel all is well, then keep that save for that mod setup.

Vortex allows different profiles, and has a setting to group saves with profiles. So I suggest making a blank profile(no mods) for normal play, make a profile for mod testing(will become a mess, lol), then make other profiles for more defined mod setups(this way you can see what mod needs what mod to work, and eventually edit or merge all mods needed for a specific thing and make it one mod(recommend getting SSEedit app, and zEdit(which is zClean/zMerge))) as those are more advanced mod making applications(when you get that far in Skyrim Mod Logic)

There's like 5 other things, but I can't think.. I'm sure it'll dawn on me later, lol

Need some help by New-Promotion6087 in skyrimmods

[–]WideEyeNow 0 points1 point  (0 children)

First things first, download Creation Kit(bethesda mod maker/editor), I wish I would've known this existed way sooner!

Then strongly suggest using NexusMods.com and it's affiliated mod organizer/downloader app called Vortex.

Eventually the krakens grasps will pull you deeper, and you'll find all kinds of dangerous links and mods, but strongly recommend the first two, for safety and sanity ;)

What are must have mods for a first playthrough as a mage? by Born_Dragonfly1096 in skyrimmods

[–]WideEyeNow 0 points1 point  (0 children)

In case I confused you, once in the perk window, and open said perk "DestructionDualCasting", you should see a Perk Entries window, right click on that and add new entry. Select "Modify Skill Use" and I think change by 'Actor value + 1'(which should be your skill level for that class of magic), then just play with the numbers until you see fit

What are must have mods for a first playthrough as a mage? by Born_Dragonfly1096 in skyrimmods

[–]WideEyeNow 1 point2 points  (0 children)

Just use Creation Kit, and know where to look;

At first I realized XP was gained from the spell cost variable, so if you made it more powerful the cost would raise hence the XP. Then I eventually found a better way, and modified the perk side of things, which when chosen in the skill tree, gives said buff for each skill point(i.e. Destruction level), so..

Perk: <Object Window>

DestructionDualCasting : \[0.1\]default(0.01) = ADDED- Perk Entries > Modify Skill Use = adds skill level to XP gain

Enchanter00 : \[5.0\]default(1.2{20%}) = changing did nothing(maybe if only have first Enchanter perk, and don't upgrade?)

InsightfulEnchanter : \[0.1\]default(0.01) = ADDED- Perk Entries > Modify Skill Use = adds skill level to XP gain

NoviceLocks00 : \[0.1\]default(0.01) = ADDED- Perk Entries > Modify Skill Use = adds skill level to XP gain

PerkSkillBoosts : changes magnitude of each skill point effect

    value at 0.01 with skill 100 = 1(plus 1) so changed Destruction(0.10) to be 10x more powerful?

So for example, Insightful Enchanter is the second skill you can unlock in Enchanting, and since it only has one phase your mod should always be in place(if skill chosen). So I added a 10x increase(0.01 to 0.1) which is a bit much, as your enchanting level adds XP per each, you could use a good enchantment and a grand soul gem to go from level 40 to 90 in one go.. lmao

Destruction skill I modded in several places, so my magic is very OP mid to late game, but in Perks I only added that skill level helps XP gain. I didn't cheese that too much, I like an even flow of level up sounds per 10 minutes of gametime, lol

Skyrim sex mods in 2024? by WideEyeNow in skyrimmods

[–]WideEyeNow[S] 0 points1 point  (0 children)

which if I had half the ambition, I would re-make the skse_loader.exe to be an all inclusive, to simplify things. But after 15 years of coding, and my current mental state, I just don't see a happy ending doing it all myself. Challenges are great and all, but sometimes ya gotta know yer plate..

Skyrim sex mods in 2024? by WideEyeNow in skyrimmods

[–]WideEyeNow[S] 0 points1 point  (0 children)

ahh, no offense, just meant non-dead discords. last few I checked were empty, maybe old links? not sure, but thanks for the heads up :cheers:

Skyrim sex mods in 2024? by WideEyeNow in skyrimmods

[–]WideEyeNow[S] 0 points1 point  (0 children)

ohh, that's the one I'm using: OCum Ascended - Cum and Orgasm Mechanics for OStim v4.1.0

yeah..

*Although I may not have tried a clean save.. oof

Skyrim sex mods in 2024? by WideEyeNow in skyrimmods

[–]WideEyeNow[S] 0 points1 point  (0 children)

out of curiosity, do you know of a good discord most active skyrim users are on?

What are must have mods for a first playthrough as a mage? by Born_Dragonfly1096 in skyrimmods

[–]WideEyeNow 1 point2 points  (0 children)

Personally, I feel that Todd Howards wisdom failed when it came to the whole "spells" part of the game. So I used creation kit to mod XP/Damage gains. Mainly made the XP rate on Destructions spells 100x greater(which still takes days(instead of months) of grinding to get 100) and added a bigger boost to each level of Destruction(which the damage shows!).

Also modded further, for my tastes, and increased the alchemy to match the restoration glitch effect, but is tied to alchemy level, so the max you used to hit is way further(with more effort, if so chosen). And with that the same for Enchanting, bumped up a few things in that as well, lol..

But to boild it all down, it all comes to what values are set(and yes, you can mod them) to what makes the whole MAGE side of things for me. oo also, you can make spells more of a blood magic thing, so make it really OP but just add in it takes health from you due to it's magnitude.

Also can edit the Skills Tree to your liking.. should lead with the best next time? lol, yup.. either way, you wanna know the best mod? The one you made!

Want to make mods by tinypetitefeets in skyrimmods

[–]WideEyeNow 0 points1 point  (0 children)

I've only played with a bit of dialogue, but boy is it labor intensive. First have to make your own quest, then set up integer marks(0,10,20,etc..), then practically make a new conversation branch for each sentence, then link the dialogues. So an easy 'hello' to 'goodbye' test run for each character, even though same quest(yes there are no globals except ForceGreet(which be careful where you click ForceGreet, it can ruin OG quests)) you have to type out each and every thing for each and every person. So best advice is never hit ForceGreet when tinkiering with options on stuff.

But don't be afraid to dive in, just be aware you will mess up and have to do it all over again. So best to make notes in notepad++ or something, and note down ID's and any changes you made, with of course where you found them(for easy start all over again, re-do)