Hanshurtig11 Posted April 3, 2018 Posted April 3, 2018 Installed MiniNeeds for the first time, and have that cryptical MCM $MDN_... and so on. The translationfiles are where they should be i guess (....\data\interface\translations). Having a german Skyrim installed i think, as i am from there, but its mixed with so many mods anyway. Thou dont need a german translation, but english would be nice, so, what am i missing ? regards
Guest Posted April 3, 2018 Posted April 3, 2018 25 minutes ago, Hanshurtig11 said: Installed MiniNeeds for the first time, and have that cryptical MCM $MDN_... and so on. The translationfiles are where they should be i guess (....\data\interface\translations). Having a german Skyrim installed i think, as i am from there, but its mixed with so many mods anyway. Thou dont need a german translation, but english would be nice, so, what am i missing ? regards Hello. Just copy the file MiniNeeds_ENGLIS.txt as MiniNeeds_GERMAN.txt and you should be good.
Hanshurtig11 Posted April 3, 2018 Posted April 3, 2018 48 minutes ago, CPU said: Hello. Just copy the file MiniNeeds_ENGLIS.txt as MiniNeeds_GERMAN.txt and you should be good. Yeah, that did the trick !! thanx for the quick help.
Z@rkn3ss Posted April 3, 2018 Posted April 3, 2018 I got the problem with HealRateMult, MagickaRateMult and StaminaRateMult values all set to 1 (default should be 100 without any relate to perk unlocked or any Active Effects enable), that made my character Health/Magicka/Stamina regenerate extremely slow, and if I unequip any equipment that fortify regenerate it will reduce the values to negative numbers. Well, I have fixed it with: - Make sure you don't have any perk/Active Effect that modify Health/Magicka/Stamina regenerate enable. (Unlocked perk, diseases,... check it in Active Effect menu or in console menu) - Unequip any items that modify Health/Magicka/Stamina regenerate. (Necromancer's Amulet,...) - Open console menu, select your character and check your HealRateMult/MagickaRateMult/StaminaRateMult values. - Using "player.modav HealRateMult <numbers>" until HealRateMult values return 100. Example: If your current HealRateMult=1 then you should type "player.modav HealRateMult 99". - Do the same for MagickaRateMult and StaminaRateMult. Â Don't know this will help or not...
Guest Posted April 3, 2018 Posted April 3, 2018 42 minutes ago, zzarkness said: I got the problem with HealRateMult, MagickaRateMult and StaminaRateMult values all set to 1 (default should be 100 without any relate to perk unlocked or any Active Effects enable), that made my character Health/Magicka/Stamina regenerate extremely slow, and if I unequip any equipment that fortify regenerate it will reduce the values to negative numbers. Well, I have fixed it with: - Make sure you don't have any perk/Active Effect that modify Health/Magicka/Stamina regenerate enable. (Unlocked perk, diseases,... check it in Active Effect menu or in console menu) - Unequip any items that modify Health/Magicka/Stamina regenerate. (Necromancer's Amulet,...) - Open console menu, select your character and check your HealRateMult/MagickaRateMult/StaminaRateMult values. - Using "player.modav HealRateMult <numbers>" until HealRateMult values return 100. Example: If your current HealRateMult=1 then you should type "player.modav HealRateMult 99". - Do the same for MagickaRateMult and StaminaRateMult. Â Don't know this will help or not... At least it gives me a clue of how to solve the problem (that looks like not fully fixed.)
deathneko11 Posted April 3, 2018 Posted April 3, 2018 Tried the update this morning on a new game, both loading the mod at start of new game, and then starting a new game without the mod and then loading it after the new game was made. (I do use Live Another Life) I can't get the bugger to load in MCM at all now. Prior to this update, the last version would load if I started a new game and then activated the mod afterwards in my load order. It doesn't matter if I force MCM to update it's mod list via console command, change cell, save/reload, nothing, nada.
Guest Posted April 3, 2018 Posted April 3, 2018 54 minutes ago, deathneko11 said: Tried the update this morning on a new game, both loading the mod at start of new game, and then starting a new game without the mod and then loading it after the new game was made. (I do use Live Another Life) I can't get the bugger to load in MCM at all now. Prior to this update, the last version would load if I started a new game and then activated the mod afterwards in my load order. It doesn't matter if I force MCM to update it's mod list via console command, change cell, save/reload, nothing, nada. Send me the papyrus log. You are the first reporting such problem for Oldrim, but other people reported the same problem for SSE.  I will investigate.
deathneko11 Posted April 3, 2018 Posted April 3, 2018 will Up in a few, I'm a tad slow in the mornings. Â (actually procrastinating on a contract I should be working on right now ...)
deathneko11 Posted April 3, 2018 Posted April 3, 2018 Papyrus log, mod installed when starting new game Live Another Life    Edit:  Papyrus log, new game started without mod minineeds, mod minineeds installed after new game was started with Live another Life and cell changed to outside starting area
Uncle64 Posted April 3, 2018 Posted April 3, 2018 CPU can I have one suggestion. It is not that important, but could you sort the masters in the header so you dont get the orange box in Wrye Bash? And thank you for your nice mod I use the one you have at Nexus but it is the same so.
Guest Posted April 3, 2018 Posted April 3, 2018 27 minutes ago, Uncle64 said: CPU can I have one suggestion. It is not that important, but could you sort the masters in the header so you dont get the orange box in Wrye Bash? And thank you for your nice mod I use the one you have at Nexus but it is the same so. Actually I don't know how to sort the masters in the header, but I can try. Keep in mind that the masters are sorted by order of DLCs (only DLCs are masters) so they should work as is.
Uncle64 Posted April 3, 2018 Posted April 3, 2018 Oh @CPU that is easy to do, you do it when you check your mod in xEdit. Check this. It is CK that do that error. Â
Guest Posted April 3, 2018 Posted April 3, 2018 6 hours ago, deathneko11 said: Papyrus log, mod installed when starting new game Live Another Life    Edit:  Papyrus log, new game started without mod minineeds, mod minineeds installed after new game was started with Live another Life and cell changed to outside starting area Just a small question, that probably (depending on your answer) will give me a big help in fixing all the problems people are having starting the mod: When you did the test, did you have SexLab installed or not?  In case you had, then I am again clueless. If you had, then I understand now that I cannot do a soft dependency with it, and I will split the mod in two separate mods (one with and one without SexLab)
deathneko11 Posted April 3, 2018 Posted April 3, 2018 Negative. I did not test with Sexlab at all. Want me to run a quick test?
Guest Posted April 3, 2018 Posted April 3, 2018 3 minutes ago, deathneko11 said: Negative. I did not test with Sexlab at all. Want me to run a quick test? No, thanks. Was the answer I was looking for.  Tomorrow I will upload V3.1b that has the fixes to handle this case. (And another couple of minor fixes unrelated)
Uncle64 Posted April 3, 2018 Posted April 3, 2018 Did start one new whit Sexlab and all did run well. But he have some errors in his Papyrus that he need to attend. Â 04/03/2018 - 08:37:53AM] DATA\SCRIPTS\FROnmundRevealOnmundDeath.pex : fatal: Magic number doesn't match, file is not a compiled script. [04/03/2018 - 08:38:02AM] DATA\SCRIPTS\FROnmund_Main03DisableFalmerGhosts.pex : fatal: Magic number doesn't match, file is not a compiled script. There are some more.
Guest Posted April 3, 2018 Posted April 3, 2018 1 minute ago, Uncle64 said: Did start one new whit Sexlab and all did run well. But he have some errors in his Papyrus that he need to attend. Â 04/03/2018 - 08:37:53AM] DATA\SCRIPTS\FROnmundRevealOnmundDeath.pex : fatal: Magic number doesn't match, file is not a compiled script. [04/03/2018 - 08:38:02AM] DATA\SCRIPTS\FROnmund_Main03DisableFalmerGhosts.pex : fatal: Magic number doesn't match, file is not a compiled script. There are some more. These two are not from my mod. Everything in my mod (assets, forms, scripts, etc.) starts with mnd
Uncle64 Posted April 3, 2018 Posted April 3, 2018 Correct they are not from your mod. Did not see any of his errors in my papyrus that he did have. Â This is basic the only thing I did get in my. [04/03/2018 - 11:21:07PM] [mndwidget <mndWidgetDrink (A103B213)>] INITIALIZED [04/03/2018 - 11:21:07PM] [mndwidget <mndWidgetEat (A103B212)>] INITIALIZED [04/03/2018 - 11:21:08PM] [mndwidget <mndwidgetdrunk (A10C8E63)>] INITIALIZED And some of the others that tells that the widget are loaded. Â Non of the other messages he do get. And it worked fine. Â Did he removed the old version first? I suspect he have one bad installation and wrong loadorder etc. Or one of his other mods is incompatible whit MiniNeeds, so therefore it messes sthings up for him.
deathneko11 Posted April 3, 2018 Posted April 3, 2018 I'll admit I have a complicated load order, but the error messages for the most part are not worthy of attention. I've done several months worth of mod testing and tweaking with the majority of the mods I have installed for stability and visible in game errors, and the game is no buggier than vanilla Skyrim. Thank you for your concern though.  Also, I have nothing from the old installation in there. Full clean installation, the old one was completely wiped before installing the newest version. Just to clear up any possible confusion.   Edit: 1 hour ago, CPU said: 1 hour ago, deathneko11 said: Negative. I did not test with Sexlab at all. Want me to run a quick test? No, thanks. Was the answer I was looking for.  Tomorrow I will upload V3.1b that has the fixes to handle this case. (And another couple of minor fixes unrelated) I went ahead and tested with Sexlab anyway. Yep, mod initiated with Sexlab installed.   Edit 2: So am I just in the minority that doesn't use Sexlab? I wonder if majority of users of this mod do.
SmedleyDButler Posted April 4, 2018 Posted April 4, 2018 4 hours ago, Uncle64 said: Did start one new whit Sexlab and all did run well. But he have some errors in his Papyrus that he need to attend.  04/03/2018 - 08:37:53AM] DATA\SCRIPTS\FROnmundRevealOnmundDeath.pex : fatal: Magic number doesn't match, file is not a compiled script. [04/03/2018 - 08:38:02AM] DATA\SCRIPTS\FROnmund_Main03DisableFalmerGhosts.pex : fatal: Magic number doesn't match, file is not a compiled script. There are some more. I wonder if these are from that new "Shezzarine" DLC-sized mod (Onmund is a huge character in that mod). You using that at all?  3 hours ago, deathneko11 said: So am I just in the minority that doesn't use Sexlab? I wonder if majority of users of this mod do. Well, the minority among people posting and sharing work on LoversLab, anyway!  (I too am a member of this strange minority - you're not totally alone)  Â
deathneko11 Posted April 4, 2018 Posted April 4, 2018 45 minutes ago, SmedleyDButler said: I wonder if these are from that new "Shezzarine" DLC-sized mod (Onmund is a huge character in that mod). You using that at all? I actually JUST installed that yesterday. I was planning on giving it a shot, haven't tested the mod yet.
SmedleyDButler Posted April 4, 2018 Posted April 4, 2018 2 minutes ago, deathneko11 said: I actually JUST installed that yesterday. I was planning on giving it a shot, haven't tested the mod yet. Might want to report those errors in the mod thread for Shezzarine then!
Z@rkn3ss Posted April 4, 2018 Posted April 4, 2018 16 hours ago, CPU said: At least it gives me a clue of how to solve the problem (that looks like not fully fixed.) That is just a temporary fix in game if problem occurs. The problem is all the actor values are set to 1.0 instead of its original value (default value 100.0 + current effects of perks/diseases/equip items...), check your code if it directly modify actor values in the game instead of just add and remove spells/magic effects. Well, I am not familiar in modding Skyrim so excusing me if anything wrong.
SmedleyDButler Posted April 4, 2018 Posted April 4, 2018 3 hours ago, Uncle64 said: Do you have one link to that mod? https://www.nexusmods.com/skyrim/mods/90075
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