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Found 3 results

  1. I have gotten no answers from Bethesda on this, so I thought I would try here: I play Skrim SE in Windows 10 with Vortex. I recently downloaded the Skyrim Creation Kit from Bethesda and installed it according to instructions: http://tesalliance.org/forums/index.php?/tutorials/article/161-skyrim-se-creation-kit-installation-updated-may-2020/ The first time I tried to use it, I got a mysterious error message: Experimental::RunOptimizations: (2460 + 59 + 330 + 532244) = 535093 patches applied in 673ms. Terrain build dispatcher created. DEFAULT: Setting key 'sControlsDefinitionFile' already used in list. Setting keys must be unique. DEFAULT: Setting key 'fMaxDistanceMoved:Pathfinding' already used in list. Setting keys must be unique. Creation Kit SE User Name: XXXXX BSBizIntEventHelper: GenerateUuid: 5eb3d04d-3ad5-4230-9300-1a08dd42b967 (5eb3d04d, 3ad54230, 93001a08, dd42b967) BSBizIntEventHelper: GetPersistentUuid: eb6559c7-a372-488b-97cb-f7094e650cae (eb6559c7, a372488b, 97cbf709, 4e650cae) LogEventToBNet: Event logging disabled. Skipping event send. FaceFXWrapper could not be started (2). LIP generation will be disabled. MODELS: Could not find model Meshes\Sky\Atmosphere.nif MODELS: Could not find model Meshes\Sky\Clouds.nif MODELS: Could not find model Meshes\Water\DefaultProceduralWater.NIF MODELS: Could not find model Meshes\TranslateGizmo.NIF MODELS: Could not find model Meshes\RotateGizmo.NIF MODELS: Could not find model Meshes\ScaleGizmo.NIF MODELS: Could not find model Meshes\PrimitiveGizmo.NIF I don't know what it means, and no one seems able to explain it. The Creation Kit seems to be looking for .NIF files that are not on my machine, as so far as I can tell, not in the game at all. (Maybe from Oldrim?) My data did not load. When I click "Data", I just got an empty window. Following advice from another forum, I introduced exceptions to the virus checker, ransomware and the firewall, then ran the kit as Administrator. This made no difference. I also added a couple bug fixes from Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/20061/?tab=forum&topic_id=7197106 https://www.nexusmods.com/skyrimspecialedition/mods/2786?tab=description These did not help. I tried running the kit from different folders, which did nothing. I tried uninstalling and reinstalling, and then it wouldn't run at all. So, I am out of ideas and hope someone here knows what's going on.
  2. GENERAL INFORMATIONS: Fort Elianor is my newest project. Thanks to DarkFox127 and all the tutorials on TESA I decided to push myself once again! After making a few player homes and shop overhauls, I thought it is time for something bigger, better! I love hearthfire! The concept of building your own home, haveing to gather the materials you need, then hire bards, get a steward and move in with your children, it is something I really enjoyed. So do a lot of other people I guess (yeah, there are also a lot of other people who dont own hearthfire, srsly, just buy it already!). So, while building a house was cool, it was not enough for me. Not even quite! I wanted walls, guards. Hire NPCs and stuff. While there are some mods on the Nexus and the Steam Workshop which gives you these options, it felt to easy and it was just not enough for me again! I also love Skyhold from Dragon Age. But honestly, in Skyrim it would be far to much work and probably end up being one of these empty looking, to big places. I dont want that. So, after a long time of planing I finally have the skills and the time AND the will to make what I always wanted: A fort with a player home you can build hearthfire style with hireable NPCs and Economy! Maybe even more in the future! So, what is my plan? Well basically you will be able to buy a piece of land from a NPC (maybe that changes). The piece of land will turn out to be a valley with a hill, on which the fort ruin is that you will be able to rebuild, a lake, woods and a old mine. You can then rebuild the fort (you need a realistic amound of materials you can buy or harvest in the valley or outside!), build a player home, houses for your NPCs and later hire them (Look at the feature list for more informations about that!) After the basic rebuild the NPCs will have an Economy purpose. Hunter will be able to get hides, pelts, meat, etc. Miner will mine and you get the idea. So, here is a list of features and the current state of them: General things: Worldspace (100% done) Lake (100% done) Forest (100% done) PARTLY CUT! LOD (100% done) Layout of the Fort (100% done) Layout of the Home (100% done) Basic Crafting System (100% done) NPC and Enemy (15% done) Economy System (0% done) Crafting/Building: New Features planed! Main Gate with Upgardes (100& done) Guard House (100& done) Forge (100% done) Smelter Area (100% done) NPC Training area (100% done) Stabels (100% done) Hunter Shack (100% done) Yard (100% done) Fire Place (100% done) Backyard (100% done) Mine (only planed so far) Jail (only planed so far) Player Home Outside (0% done) Player Home Inside (0% done) Tavern/Pub (only planed so far) CUT Storage Area (20% done) CUT (has been reworked into the whole fort) Tavern/Pub (only planed so far) CUT (for now) Guards: Basic Guards (0% done) (have to be reworked!) Dwemer Guards (0% done) Wood Elves Archer (0% done) Sellswords (0% done) maybe more, no plans so far! Blacksmiths: COMPLETE! New Features planed! Blacksmith Faction (100% done) Blacksmith Merchant Faction (100% done) Basic AIPackage (Day/night) (100% done) Orcish Blacksmith (100% done) Nord Blacksmith (100% done) Nord Female Blacksmith (100% done) Royal (Imperial) Blacksmith(0% done) CUT Hig Elf Blacksmith(0% done) CUT Wood Elf Blacksmith(0% done) CUT Argonian Blacksmith (100% done) Dark Elf Blacksmith (100% done) Hunters: (currently worked one! Like, right now!) Nord Dog (0% done) Husky Dog (0% done) Hunter Leader (0% done) Hunter Female (0% done) Hunter Male (0% done) Other NPCS: Miners (0% done) Merchant (0% done) Staff (0% done) Steward (only planed so far!) Khajiit Caravans (only planed so far!) maybe more! AI Packages: Guard Package (50% done) others (0% done) Economy: still in planing! I can not promise any dates or so since I work on it mostly alone (DarkFox127 helps me with scripts). I will however keep you up up-to-date! Also, if you want to help me test the mod for bugs, please let me know via pm! Used Ressources/Content so far: Screenshots: AND I would love to hear ideas and input from you guys!
  3. PROBLEM: However, this does not fix the problem for me! I can load any other mod or no mod and the markers are shown fine. As soon as I load my mod, they are gone! I dont have any backup and I just worked about 2-3h non stop on it and I really dont want to redo everything! I also look through it with TES5Edit, but I couldnt find anything!But then again, what am I even looking for? Please, anyone who knows how to fix that, please let me know! -W. PS: hitting M repeatedly and desperately does not help.... HOW TO FIX IT: After playing around quite a while with CK and TES5Edit, I was able to fix the problem by deleting the Navigation Mesh Info Map with TES5Edit, then create an empty new esp with CK and merging the the esp where the dots arent shown with the empty esp. Opening the merged esp and the dots are there again! Maybe someone else has this problem in the future
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