Exzerno Posted February 23 Posted February 23 This is my 3rd time modding Skyrim SE but haven't done it since AE came out, I don't own AE just the latest edition of SE on steam. I wanted to get back into modding Skyrim and after fixing most of my mods on Nexus I'm running into CTDs and some mods don't work, I have a ton of mods from LL marked as 'Form 43 (or lower) which are Oldrim mods, but I am downloading the SE-AE versions and followed the installation notes. my Papryus logs are just messy and I have no idea how to read them or know which mods I need to be fixed. Papyrus.0.log
traison Posted February 24 Posted February 24 (edited) 34 minutes ago, Exzerno said: ...I have a ton of mods from LL marked as 'Form 43 (or lower) which are Oldrim mods... Sure, but I've yet to find a mod where this was a problem. Personally I only upgrade them to get rid of the warning messages. 34 minutes ago, Exzerno said: ... I'm running into CTDs and ... my Papryus logs are just messy and I have no idea how to read them or know which mods I need to be fixed. See my signature for the answer to both of those. Edit: Looks like you got a lot of cleaning to do. Edited February 24 by traison
Grey Cloud Posted February 24 Posted February 24 11 hours ago, Exzerno said: marked as 'Form 43 (or lower) If you are using MO2 you can disable the warning messages. If you want to covert them load one up in the CK, save it and exit.
traison Posted February 24 Posted February 24 59 minutes ago, Grey Cloud said: If you want to covert them load one up in the CK, save it and exit. I'm not sure if this is a bug in the CK or the CKPE, but after opening a plugin it will inject 2 cells from Update.esm into the active plugin. You could say these cells are declared in Update.esm and defined in ccvsvsse004-beafarmer.esl. Thus what ends up happening is Goldenhills Plantation gets renamed to Creation Club Cell, among other things. I've made an xEdit script to clean these out. Run this on the plugin after converting it in the CK: { Fix CreationKit CC bugs, like the beafarmer cells getting copied into every opened plugin. } unit UserScript; function Process(e: IInterface): integer; var file, grp, ee: IInterface; begin file := GetFile(e); // Clean up beafarmer cells. ee := RecordByFormID(file, $010030eb, false); RemoveNode(ee); // Undocumented function for removing records. ee := RecordByFormID(file, $010030ec, false); RemoveNode(ee); // Undocumented function for removing records. Result := 1; Exit; end; end. Yes I realize the script is a bit funny in how it is set up right now; also grp is never used.
Grey Cloud Posted February 24 Posted February 24 2 hours ago, traison said: Goldenhills Plantation I had to look that up. Ten years of never playing vanilla can do that to you. 😲
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