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Found 8 results

  1. Still struggling with the black face bug, as have we all. I'm told it's caused when you edit an NPC's files "even if you don't edit anything to do with appearance ". The solution is to change the files one by one with SSEEdit, a tedious procedure. Or, you can use a mod that removes the black face temporarily with a spell. https://www.nexusmods.com/skyrimspecialedition/mods/10522 Of course, it would be better if you didn't have to do this. When I installed CK, I got this message: " FaceFXWrapper could not be started (2). LIP generation will be disabled." I can't find FaceFXWrapper anywhere. Could this be connected to the black face bug?
  2. Hey, whenever I walk around or change my character's position, this strange glitch happens with any water near me where it flashes and makes splashing noises. Here is a link to the video: Theres also weird clipping issues regarding clutter and NPCs, like at taverns I can always hear objects hitting things. I have a feeling these two bugs are due to the same mod. Has anyone experienced this? Do you know how to fix it? The only mod I've tried troubleshooting with was SMIM, but it wasn't the problem. Any help is appreciated!
  3. At this rate, I'm feeling more like the "village drunk" than a contributing member of the community. [[good thing I'm in Detroit, I guess]] While desperately attempting to collect my much needed programs (& corresponding files) and put EVERYTHING in one stinking place (not spread out over 4 different system-program directories) in order to get things working as well as they should be... Something went up with --- as far as I can tell right now --- the Bethesda Launcher...which I'm convinced now is hindering any plugin uploading for XB1. And.... I mean... I no-sooner click on XB1 and it's immediately done with me. Not Responding....no matter how long I wait, or how little I have running. This has never happened previously, not even so much as a crash. Sure it might hiccup and stop responding, but, not for more than 2 or 3 minutes; at which time it corrects itself and that's the end of it. Now even tho I have the Launcher installed as well as the Creation Kit... which is working (up to that XB1 toot) and loads everything/logs me into BethNet without problems. If I click that button that should say "Play" but instead says "Install", I get the spinny-BethNet-box of foreverness....well...forever. Until I end the program from the Task Manager... I can't get it to blink otherwise. I guess I don't know what to do from here. I uninstalled and reinstalled BL, no difference. I tried the Updater and Helper. Nothing but the ususal "Install". I don't know if this could be a Steam issue --- tho I doubt it since the game seems to be working fine, and so does Steam when I boot her up --- or if I'd be able to just do what I need to without the BL all together. SAVE ME BATMAN!
  4. Hello after I done Blessings of Nature quest, gildergreen(center of whiterun) is gone, there is no tree. Anyone know how fix this?
  5. So I've recently run into a problem with the Creation Kit. When I add a script (or modify an existing script), I can change the source and attach it to an object, but if I try to even open the properties window, that window freezes. Even after this window freezes, I can still modify anything else like normal, but I'm unable to save because you have to close all of the windows. I've tried with and without mods loading (even before the Master File has been told to load). Has anybody heard of this or know what the issue is? Any advice at all is appreciated! Scripting is very limited without properties :/
  6. So I probably don't need to tell everyone that since Patch 1.6 there have been some problems with creating quests that contain dialogue. We all refer to it as the "dialogue bug" and it's been a pretty big thorn in everyone's sides if you're making quest mods. The gist of the problem is this: You have quests with dialogue. These quests are marked as "start game enabled". Your quests start, but the dialogue is not properly initialized. Your dialogue therefore fails, any attached script fragments MAY fail, and your scenes don't play. We've been waiting for a fix for it for some time now. That wait is over. Recently, I was approached in private by one of the Bethesda developers (if they wish to identify themselves, they can, I won't out them) to test a potential workaround for this issue. After some initial testing, and seeing that it appeared to work, I asked them to contact Alexander J. Velicky, the author of the Falskaar mod, for another opinion since I knew he has a ton of dialogue related issues as a result of all this. He too has since confirmed the workaround fixes the problem. Fortunately, it's actually fairly simple to do. The process, using Steam: 1. Go to Steam. Switch to the tools view. 2. Find the Creation Kit, open its properties. 3. Click "set launch options" 4. Enter a command like this: -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file) 5. Save the changes. 6. Launch the CK and DO NOT disturb it while it processes. 7. Once it closes, remove the launch options you entered so you can use the CK normally again. 8. Move the file to your Data\SEQ folder. You can also do this from the Windows command line: 1. Open CMD. 2. Navigate your way to where Skyrim is installed. (By default: C:\Program Files\Steam\steamapps\common\skyrim) 3. Type in the following command: creationkit.exe -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file) 4. The CK will launch and perform some processing. 5. Move the file to your Data\SEQ folder. Note that the command line process may only work once. I've never been able to get it to work again since the first try. So I had to switch to the Steam method, which Alexander suggested. The SEQ file will need to be regenerated any time you add a new start-enabled quest to your mod, delete one from the mod, or toggle the "start game enabled" flag on a quest in your mod. So it's important to remember this. When I tested this, the command line option only worked once and has failed to ever work again. The Steam method works without fail each time, but it's a pain. Good news is, once the developers cleared Alexander and I to share this knowledge, I contacted Zilav (TES5Edit) and he'll be including support to generate this file through TES5Edit as well. The file itself is nothing more than a series of form IDs for each quest in your mod that's been flagged as start-enabled. It's encoded though, so you can't just type it out by hand. TES5Edit will be the easiest method for generating this file since it will place it in the proper folder for you, rather than the CK simply dropping it in the same place as creationkit.exe. Distribute the generated .SEQ file with your mod in the usual fashion. At this time, we have not been told whether or not this will be included as an official menu option within the CK. So for now just proceed as though it won't be added to the UI. Modders should be the one to generate this for distribution, but in a pinch, users can also follow the steps until modders can get around to generating it.
  7. BaconFlips

    Odd Little Bug

    From the album: Bacony Goodness

    So, I've got no clue how this happened, but part of the hammer seems to be missing in game. It's odd because the textures all seem fine, and the weapon renders correctly, and the top of the hammer head is all part of the same UVW Island... hmmm time to do some troubleshooting.
  8. Ok so I have been making a mod for a very long time that is an entire city for the player to explore. Before Skyrim 1.6 came out i had no problems loading this thing from coc or in game. Now, however it will not load either way. If I load a save game then I get a CTD. Coc only causes for the game to load endlessly. I am using creation kit version 1.6.89.0 Please help, I would really rather not lose this mod of mine .
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