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About this blog

I think the title describes it fairly well. Though I am not a total stranger to applying mods in TES games, back in Oblivion, I did manually applied a few and even created some themed locations without NPC interaction in the TES Construction Kit, what I have learned then, is mostly useless for what I am trying to do now.
A week or so into this effort, I can now see some things that would have made my life much easier, had I known them from the start, so my hope is that what I write here, will help someone in the same situation to resolve these issuers quicker.
I must add, that probably 99% of the fixes and solutions here are from someone else's head, I'm just bringing it together and maybe emphasizing a few things that might otherwise be easy to overlook.

(edit) For some reason, I can't seem to be able to create another blog, separate from this one, so I'll be posting everything here. Thus I have changed the blog name to better reflect its contents.

Entries in this blog

Upcoming Anniversary Update: a hope for VR becoming more prominent?

I've heard some disconcerting rumors recently, about the new Anniversary Edition of Skyrim, in particular that it will come as an involuntary update for all SE users and change the core files in a way that will possibly prevent a huge portion of the existing SE mods from working. Now that would be a huge blow to all of us, in particular considering the fact that quite a number of the greatest mods are no longer being updated, so they are unlikely to be ever patched to work with AE. (I wonder wha

gargamel9

gargamel9 in Ponderings

Development Slowing Down

For those following the development of my mods, I have some bad news. As my business kept failing, thanks to the moronic policies of our government, as well as those, equally idiotic, of foreign governments, related to C-19, I have finally given up and got employed, full-time. This will leave me with much less time for making mods, unfortunately. Thus, updates and new mods will be very few and far between. But on the bright side, I am still as enthusiastic (if not more) about making these m

gargamel9

gargamel9 in update

A Perilous Maze: Almost There

Though it would be understandable if some of my mods' followers had given up on them, given the exponentially lengthening periods between updates, there is a light at the end of the tunnel. I managed to set aside a couple of days for finishing up the maze quest – and wasted most of them on making the Creation Kit work again. This, I eventually managed, and in the brief time that was left, I finally fed all of the dialogue lines into the quest as well as merged and lip-synced all the voice file

gargamel9

gargamel9 in update

A Lure for A Perilous Maze

Though I am still hard pressed for time, and it is difficult to find periods long enough to be able to make progress, I just can't keep myself from working on my mods, so I'm resuming work on A Perilous Maze. Though my focus is and will continue to be on Ambient Slaves and its yet-to-be-developed addons, I just can't really get into that work before bringing A Perilous Maze to a more complete state. Otherwise it will be always itching me in a corner of my mind and it will spoil the fun of w

gargamel9

gargamel9 in update

A Brief Update on My Progress

As I have suffered crippling financial losses in the past year, whenever there's any paying work, I can't afford not to take it. As, currently there is actually some work, I have to accept any and every order I get, what leaves me with very little free time, at the moment. So, for the time being, until this wave comes to an end (what is bound to happen, as I don't see the economy really recovering any time soon), all work on my mods has ceased. Food on the table is slightly more important. I h

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gargamel9 in update

A New Mod on the Horizon

In case anyone was wondering what I am up to next, as indicated in a few of my posts, I am taking a planned break from the Maze, and working on a new project (in order to have some variety, so I can switch between the mods before burning out doing just one) which will complement the Maze. It will expand on the concept of the Frostbite Clan, a shadowy organization of giant Nord women who control most of Skyrim's slave market. The mod will add a number of dealership outposts, in all the major citi

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gargamel9 in update

The Trouble With Water (obejcts become invisible, when submerged)

Although it might seem I hadn't been working much on the Maze, lately, I have actually been doing little else, this week. And I'll be finally able to post another update tonight, featuring the first quest-giver, whom, quite likely you will miss entirely, so there will be little different, at first glance, from the previous version.   The most apparent change will be the spiders. Instead of the albino ones from the DLC, there will be modified white Frostbite Spiders, the reason being th

gargamel9

gargamel9 in My First Mod

Some thoughts and observations

This post is going to be just a collection of random thoughts that occurred to me, which I want to write down here, before I forget them completely.   1 - I've made an observation that with the VR version of Skyrim, whenever the game fails to load, when started through SKSE in Vortex (window doesn't come up at all, or for just a second), it almost always helps to restart the computer. I've noted this earlier, but back when I was starting to mod the VR game, I may have unnecessarily rei

gargamel9

gargamel9 in update

A Door with a Mind of Its Own

As work progresses on the maze, I have encountered a curious problem. At the fort on top of the exit from the labyrinth, I have placed three doors on the two highest floors of the tower, which will eventually all lead into the same interior cell, but for now, I wanted them (two of them, the other one being blank) to connect to one another, so as to make the roof space of the tower accessible. I have connected quite a few doors by now and I thought I have it down. But nothing seems to work

gargamel9

gargamel9 in My First Mod

The Labyrinth is coming along nicely

Day four of developing the labyrinth, and I have most of the main structures in place. Still working in Creation Kit, I've started adding NPCs, and encountered an unexpected problem. I can't make the NPCs attack me. I've included all of them in the bandit faction and set them to very aggressive, included the master general AI package, tried a bunch of other settings, but nothing seems to work. They follow their idle markers as defined, but when I encounter them, they'll just politely say: "good

gargamel9

gargamel9 in My First Mod

First Half of the First Level Done

Well, I intended this to be a separate blog, from the one about getting the mods running in VR, but even though I was under the impression I was creating a new blog, the post ended up in the old blog. I guess the topic isn't that far off, so I'll continue my modding efforts posts here. If anyone can tell me, how to start a separate blog, I'd be happy. The tab says "Blogs", in plural, after all. But there's no button for a new Blog. I tried to start one using the black button that leads to ever

gargamel9

gargamel9 in My First Mod

A Perilous Maze – a First Attempt at a Mod

Having managed to get most of my favorite mods working, more less, in VR, now I'm ready to start making my own mods, to create the perfect fantasy world for my fantasies. I have a little experience back from the days of Morrowind and Oblivion, in sculpting architecture and dungeons, but I was never able to get scripts working, as the Construction Kit would always crash on me, when I tried. Now, with TESedit, this might no longer be an issue, and with an audience, there may be some additional mot

gargamel9

gargamel9 in My First Mod

Workaround for Submissive Lola: the Resubmission and Simple Slavery ++ integration when unable to designate auction winner in VR

I accidentally found a working "fix" for the inability to designate your owner in Simple Slavery++ and Submissive Lola: the Resubmission integration. I got the SE version of the game, not really to do this, but rather to be able to compare how certain mods behave in one, as compared to the other, I modded the SE version with the same mods, apart from those which are VR-specific (like VRIK), or VR alternates (like SKSEVR vs SKSE64), and since the VR version is built on the SE version, I thought I

gargamel9

gargamel9 in update

This Is as Far as It Goes

It seems I have reached an end point of my endeavor. I have a mostly stable build, though I did experience one crash today, after about four hours of play, which seems acceptable. I have all my favorite mods installed and most of them work fairly issue-free. So, after this post, this "diary" is probably going to be updated much less frequently. In this entry, I want to sum up the important things I have learned, present you with a final list of my mods, and also list all the issues that persist,

gargamel9

gargamel9 in update

A Quick Update

I'm back. Havnig resolved what the probable most stable mods for me are, I made a final list and decided to start, again, from scratch, reinstalling the game (after wiping all its directories), starting a new savegame, so as to eliminate carrying over any issues from faultily deployed mods or wrong mods from earlier. Many of the issues described in the last post have been more less resolved. The Racemenu issue was caused by my failure to include the Racemenu Special Edition mod, a

gargamel9

gargamel9 in update

Things are looking UP, also, log files are really useful

So, yesterday at 3 AM I finally completed building my fifth build of the game. Rather than building it from scratch, I dismantled half o my last build, particularly all animation related stuff, as my tinkering in the last build eventually led to everyone T-posing, and then rebuilt it again. Then came the time to launch, and of course the game immediately crashed, but this time, I got a warning that SKSE log reports some incompatibility. Conveniently, Vortex provided a link to the log file.

gargamel9

gargamel9 in update

The tinkering goes on

So, for the first time, actually (before, I just thought I did) I was able to run all of the mods but one (I think ZAZ 7 – see below) I wanted.   And almost until the last few steps, there were no stability issues at all. But then I noticed that even though installed, hydragorgon's Slave Girls were missing. The menu, too (not sure, if there's supposed to be one, but in the LE version was one with something like "group A", "group B"... it wasn't really clear what the options did, if any

gargamel9

gargamel9 in update

You better learn about how FNIS works

In my first entry, I'd like to talk about the Fores New Idles in Skyrim mod. I can't stress enough, how important it is. When I first stumbled across this site and found all those wonderful mods, I just wanted to play them right away, and did not really want to bother with the technical details of how to get them running. That was a big mistake. Some posts I have read seemed to suggest that Vortex (the mod manager I am using {I'm assuming that if you're reading this, you're a noob like me,

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