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Tutorial Comments posted by Ashenfire
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This is a good read, and valuable!
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I am sorry I just saw this, I was thinking you were going to post on the actual page where your 'I'm going to try this' post is.
Anyways you need to use the original script that I provided.
I was puzzled why you posted the error so I reconstructed the error and then I extracted my SCRIPT folder back into the DATA folder and it works fine.
I updated the tutorial in the original posting room and put the update here as a safety measure.
Just extract the script files from the original skryim scrips.rar file and this will work fine.
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I hope this will get people to move away from 'start quest enabled'.
This method is not so scary.
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Oh wonderful! Glad to hear that.
I was wondering if anyone mods anymore.
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Ok, I just realized I didn't tell where the scripts are supposed to go...so sorry. I am working on that now.
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just to verify, this tutorial is complete and now working. Anyone seeing another link with 'test' in the
title can ignore it.
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I want to add My version 2 tutorial by editing my own post. Just entering the tutorial section takes a long time. It took 3 tries to edit my tutorial, but I was not finished. I went to edit it again for around 12 hours I can not get it. It times out.
error:
Fatal error: Maximum execution time of 60 seconds exceeded in /home/darkrder/public_html/forums/imladris/sources/base/core.php on line 4591
So what do I do now, I was in the middle of an edit and now it looks bad.
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Oh my sweetness! I love this! I am working on a lot of projects and this will
HAVE to be in a project of mine.
Enjoy the crumbs in your bed, cookie for you.
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Much welcome, it was a tough one for sure.
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Probably not without additional work.
Dragons are harder than Falmer.
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Very welcome, more to come.
Mod Cleaning FAQ
in Miscellaneous Tutorials
Posted
It makes me think that since the last major patch, it doesn't matter, since the packaging method was re-done. It appears that everyone has what they need in their vanilla
foldes / compressed main files.
The only thing that makes sense to me is to verify that only items that are changed or ADDED are your concern.
My potion racks took a base model, a book shelf model, keywords, and scripts. I named new copies for them all and attached my mod name to verify they weren't
over writting vanilla items and ONLY those items appeared on my package list that I envoked from inside the creation kit.
I didn't see unwanted files being added to the package. Are you sure other unnecessary files are added in the package list?