Skyrim

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Created by

Nicholas

Uploaded by

nicholas888

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184 comments

  1. tnu
    tnu
    • member
    • 25 kudos
    Great mod this and magic Study Overhaul are must haves for me.
  2. Amicoletto
    Amicoletto
    • member
    • 6 kudos
    Some screenshot seem a bit... problematic
    1. Rulerofthesphericalband
      Rulerofthesphericalband
      • BANNED
      • 7 kudos
      I'm sick of people using misusing this word. 
  3. Sybastian
    Sybastian
    • member
    • 1 kudos
    Is it can be used in Skyrim SE. I need a MOD that puts the view to the NPC by pressing the button, which could be used with the MOD of the first person's perspective.

    1. Lexmax
      Lexmax
      • member
      • 15 kudos
      Press F
    2. tnu
      tnu
      • member
      • 25 kudos
      I'd also like to know if there's a way to prot this to SE.
  4. Pariah77
    Pariah77
    • member
    • 12 kudos
    More people need to see your work here. It's amazing. And someone should post an official SSE port. I've done personal conversions before, it's easy enough (run through Cathedral Assets Optimizer and NIF Optimizer, then save it in the SSE Creation Kit to make sure it's Form 44 for Skyrim Special Edition).
  5. NymraLL
    NymraLL
    • member
    • 1 kudos
    this mod caused massive stack dumps more me which made the game unplayable anymore.

    sadly I cannot upload these here...

    these are just the first lines. 5 MB of txt follwed after this :)

    I uninstalled it now, maybe you can make sense of this.

    [09/22/2020 - 10:36:08PM] [Zad]: Playing animation for 5 seconds.
    [09/22/2020 - 10:36:11PM] SLAX - GetActorExposure BEGIN Valeria is 0.000000
    [09/22/2020 - 10:36:11PM] SLAX - GetActorExposure ENDValeria returns 0.000000
    [09/22/2020 - 10:36:13PM] warning: Property Player on script ehs_staggerControl_Power attached to Active effect 10 on (00107C7D) cannot be initialized because the script no longer contains that property
    [09/22/2020 - 10:36:13PM] warning: Property TimedBlockProperty on script ehs_staggerControl_Power attached to Active effect 10 on (00107C7D) cannot be initialized because the script no longer contains that property
    [09/22/2020 - 10:36:13PM] warning: Property TimedBlockISMproperty on script ehs_staggerControl_Power attached to Active effect 10 on (00107C7D) cannot be initialized because the script no longer contains that property
    [09/22/2020 - 10:36:13PM] [Zad]: EndThirdPersonAnimation(Valeria,[False, False])
    [09/22/2020 - 10:36:13PM] [Zad]: UpdateControls()
    [09/22/2020 - 10:36:15PM] SEXLAB - NOTICE: ValidateActor(Fox) -- TRUE -- HIT
    [09/22/2020 - 10:36:15PM] Suspended stack count is over our warning threshold, dumping stacks:
    [09/22/2020 - 10:36:15PM] VM is freezing...
    [09/22/2020 - 10:36:16PM] VM is frozen
    [09/22/2020 - 10:36:16PM] Dumping stack 434773:
    [09/22/2020 - 10:36:16PM] Frame count: 0 (Page count: 0)
    [09/22/2020 - 10:36:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
    [09/22/2020 - 10:36:16PM] Type: Normal
    [09/22/2020 - 10:36:16PM] Return register: None
    [09/22/2020 - 10:36:16PM] Has stack callback: No
    [09/22/2020 - 10:36:16PM] Stack trace:
    [09/22/2020 - 10:36:16PM] [alias PlayerRef on quest NicholasQuickMenuPlayer (D800898B)].nicholasquickmenuplayeralias.OnCrosshairRefChange() - (requested call)
    [09/22/2020 - 10:36:16PM] [param 0]: None
    [09/22/2020 - 10:36:16PM] Dumping stack 434789:
    [09/22/2020 - 10:36:16PM] Frame count: 0 (Page count: 0)
    [09/22/2020 - 10:36:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
    [09/22/2020 - 10:36:16PM] Type: Normal
    [09/22/2020 - 10:36:16PM] Return register: None
    [09/22/2020 - 10:36:16PM] Has stack callback: No
    [09/22/2020 - 10:36:16PM] Stack trace:
    [09/22/2020 - 10:36:16PM] [alias PlayerRef on quest NicholasQuickMenuPlayer (D800898B)].nicholasquickmenuplayeralias.OnCrosshairRefChange() - (requested call)
    [09/22/2020 - 10:36:16PM] [param 0]: None
    [09/22/2020 - 10:36:16PM] Dumping stack 434806:
    [09/22/2020 - 10:36:16PM] Frame count: 0 (Page count: 0)
    [09/22/2020 - 10:36:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
    [09/22/2020 - 10:36:16PM] Type: Normal
    [09/22/2020 - 10:36:16PM] Return register: None
    [09/22/2020 - 10:36:16PM] Has stack callback: No
    [09/22/2020 - 10:36:16PM] Stack trace:
    [09/22/2020 - 10:36:16PM] [alias PlayerRef on quest NicholasQuickMenuPlayer (D800898B)].nicholasquickmenuplayeralias.OnCrosshairRefChange() - (requested call)
    [09/22/2020 - 10:36:16PM] [param 0]: None
    [09/22/2020 - 10:36:16PM] Dumping stack 434824:
    [09/22/2020 - 10:36:16PM] Frame count: 0 (Page count: 0)
    [09/22/2020 - 10:36:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
    [09/22/2020 - 10:36:16PM] Type: Normal
    [09/22/2020 - 10:36:16PM] Return register: None
    [09/22/2020 - 10:36:16PM] Has stack callback: No
    [09/22/2020 - 10:36:16PM] Stack trace:
    [09/22/2020 - 10:36:16PM] [alias PlayerRef on quest NicholasQuickMenuPlayer (D800898B)].nicholasquickmenuplayeralias.OnCrosshairRefChange() - (requested call)
    [09/22/2020 - 10:36:16PM] [param 0]: None
    [09/22/2020 - 10:36:16PM] Dumping stack 434840:
    [09/22/2020 - 10:36:16PM] Frame count: 0 (Page count: 0)
    [09/22/2020 - 10:36:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
    [09/22/2020 - 10:36:16PM] Type: Normal
    [09/22/2020 - 10:36:16PM] Return register: None
    [09/22/2020 - 10:36:16PM] Has stack callback: No
    [09/22/2020 - 10:36:16PM] Stack trace:
    [09/22/2020 - 10:36:16PM] [alias PlayerRef on quest NicholasQuickMenuPlayer (D800898B)].nicholasquickmenuplayeralias.OnCrosshairRefChange() - (requested call)
    [09/22/2020 - 10:36:16PM] [param 0]: None
    [09/22/2020 - 10:36:16PM] Dumping stack 434856:
    [09/22/2020 - 10:36:16PM] Frame count: 0 (Page count: 0)
    [09/22/2020 - 10:36:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
    [09/22/2020 - 10:36:16PM] Type: Normal
    [09/22/2020 - 10:36:16PM] Return register: None
    [09/22/2020 - 10:36:16PM] Has stack callback: No
    [09/22/2020 - 10:36:16PM] Stack trace:
    [09/22/2020 - 10:36:16PM] [alias PlayerRef on quest NicholasQuickMenuPlayer (D800898B)].nicholasquickmenuplayeralias.OnCrosshairRefChange() - (requested call)
    [09/22/2020 - 10:36:16PM] [param 0]: None
    [09/22/2020 - 10:36:16PM] Dumping stack 434864:
    [09/22/2020 - 10:36:16PM] Frame count: 0 (Page count: 0)
    [09/22/2020 - 10:36:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
    [09/22/2020 - 10:36:16PM] Type: Normal
    [09/22/2020 - 10:36:16PM] Return register: None
    [09/22/2020 - 10:36:16PM] Has stack callback: No
    [09/22/2020 - 10:36:16PM] Stack trace:
    [09/22/2020 - 10:36:16PM] [alias PlayerRef on quest NicholasQuickMenuPlayer (D800898B)].nicholasquickmenuplayeralias.OnCrosshairRefChange() - (requested call)
    [09/22/2020 - 10:36:16PM] [param 0]: None
  6. tnu
    tnu
    • member
    • 25 kudos


    Hello!
    Let me start by saying thank you for your work on this mod. I do have a question. Is it possible to move doors with this mod? Like move a door to an interior to another (in order to merge two houses) with their scripts? Or i will manage to move the door but spawn in the same place where it was?(used to do this with Cobb positioner on oldrim, but now i am playing on sse and i wish to find a replacement.)



     
     
    I could run s9me tests for you but I think Cobb Positioner had to do some special scripting to make that function work. i'll see by testing it in a few cells though.
    1. Kobrum
      Kobrum
      • member
      • 0 kudos
      That would be awesome and i'd appreciate very much if u have the time for this.
    2. tnu
      tnu
      • member
      • 25 kudos
      OK DId some basic testing and it seems to slightly work but when you go back thorug h it doesn't seem to palce y o u NEAR the door from wher eyou entered but it sitll places you in the cell you put the door in.

      My guess would be that while Cobb Positioned was specifically scripted to account for this sort of thing Quick Menues isn't so without the extra work the game doesn't actually know where to put you when y ou go through the door so it just plops yo u somewhere in the middle of the cell.
    3. Kobrum
      Kobrum
      • member
      • 0 kudos
      Ahhh shame, but it's ok, i found more usability to this mod then just the "positioner" part (And to be honest it works better on SSE then the converted jaxon). I'd just tie cells between them and it's enough but thanks for trying! Thanks again for the mod!
  7. Kobrum
    Kobrum
    • member
    • 0 kudos
    Hello!
    Let me start by saying thank you for your work on this mod. I do have a question. Is it possible to move doors with this mod? Like move a door to an interior to another (in order to merge two houses) with their scripts? Or i will manage to move the door but spawn in the same place where it was?(used to do this with Cobb positioner on oldrim, but now i am playing on sse and i wish to find a replacement.)
  8. tnu
    tnu
    • member
    • 25 kudos
    Any chance of adding Furniture objects to the "Objects in Cell" submenue?
    1. nicholas888
      nicholas888
      • member
      • 34 kudos
      It is easy to update.

      Object types are defined in the following json file.
      Data/SKSE/Plugins/NicholasQuickMenus/SimpleJsonMenu.json
      ("objectlist1" key)

      I will update at the next version.
      Try Ver.1.28.05.
    2. tnu
      tnu
      • member
      • 25 kudos
      <div><i>In response to post <a data-ipb='nomediaparse' href='?showtopic=3893180&p=83788968'>#83788968</a>. <a data-ipb='nomediaparse' href='?showtopic=3893180&p=83792113'>#83792113</a> is also a reply to the same post.</i>





      Spoiler:  
      Show

      <blockquote class="ipsBlockquote"><b>tnu wrote: </b> <i>Any chance of adding Furniture objects to the "Objects in Cell" submenue? </i></blockquote>
      <blockquote class="ipsBlockquote"><b>nicholas888 wrote: </b> <i>It is easy to update.



      Object types are defined in the following json file.

      Data/SKSE/Plugins/NicholasQuickMenus/SimpleJsonMenu.json

      ("objectlist1" key)



      I will update at the next version.

      Try Ver.1.28.05.</i></blockquote>
      </div>
      <p>Thanks this is amazing! Would it be possible by the ay to add an option to "Quick Object" or one of hte "Objects in Inventory" submenues to toggle the "playable" flag on an item?</p>
      <p> </p>
      <p> </p>
      <p>Also I"m a little curious how the Doppelganger what am I supposed to do once I get to them how do I "Unmask" them?</p>
      <p> </p>
      <p>this seems like it would entail a pretty big update so I would u dnerstand if youw ouldn't want to do it but this mod has an amazing structure for the Imported Outfit menu <a data-ipb='nomediaparse' href='https://www.nexusmods.com/skyrim/mods/99211'>https://www.nexusmods.com/skyrim/mods/99211</a> would it be possible to copy its structure int hat regard? OK it looks like this wo uld be less of a concern than I though. kuroko has given permission to freely use their assets and seems to have credited you specifically.. The real work there seems to be in restricting outfits.json to functin more like that mods "Presets" folder. Although in theory I could do it myself if I knew what changes to make to accommodate that sort of structure and file path. It seems like it would be a good idea to incorporate his listed presets as separate submenues in [Change Outfit]</p>
      <p> </p>
      <p> </p>
      <p> </p>
      <p>As well as something perhaps a little more straightforward anoption to completely reset an NPC or object such as resettign the inventories of containers.</p>


      I also can't seem to find one of the plugins mentioned perhaps ebcause it's the "adult Plugin" and not llowed on Nexus but i'm nto sure.


      EDIT: An idea just ouccured to me. it's posisble to export the contents of a container to a json file so in the ory would it be possible to save the co ntents of a container in Quick Storageand load it in to a new save?



  9. Canlocu
    Canlocu
    • premium
    • 31 kudos
    SE version any chance?
    1. Ashley95
      Ashley95
      • premium
      • 21 kudos
      Would love to know this as well
    2. nicholas888
      nicholas888
      • member
      • 34 kudos
      Hi, Canlocu and Ashley95.

      Some SE users report that this mod also works at SE.
      Papyrus scripts are compatible between LE and SE, so I think this mod is compatible.

      # However mesh files are neccesary to convert.
      # Use "NIF Optimizer" for converting.

      # And you have to install SE ver of required mods.
      # (SKSE, UIExtensions, PapyrusUtil)

      ---
      Regards.
    3. VulcanTourist
      VulcanTourist
      • supporter
      • 15 kudos
      @nicholas888: It sounds like you have a very good understanding of what needs to be done to make it usable in Special Edition, and it probably won't require much time from the sound of it. Can you do it just once? That is more efficient than many people having to do the same work repeatedly.
    4. tnu
      tnu
      • member
      • 25 kudos
      S Imply put given how often Nicholas updates this mod it would be an absolute nightmare to provide updates and support for two versions. but I think maybe publishing a one time article to describe the process of creatign an SE version would be a good compromise. I'd love to see an SE version of thiss too b ut I think it owuld be too difficulte to maintane two versions.
  10. falloutxskyrim
    falloutxskyrim
    • member
    • 0 kudos
    .