Skyrim Special Edition

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Dylbill

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dylbill

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18 comments

  1. waeq17
    waeq17
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    Thank you for another really useful mod!
    1. dylbill
      dylbill
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      No problem :) glad you like the mod!
  2. GroundAura
    GroundAura
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    Hey, this seems really cool!

    A couple of ideas that would be useful to me:

    • Be able to view EditorIDs of forms. Would probably require either po3's Tweaks or Native EditorID Fix.
    • Be able to view Keywords on forms. Would be useful for testing KID.
    • Be able to view contents of FormLists. Would be useful for testing FLM.
    1. dylbill
      dylbill
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      Thanks! Those are good ideas. I actually was already planning to implement viewing formlist forms. I'll implement those features in the next update.
    2. GroundAura
      GroundAura
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      Awesome, thanks a ton!
    3. dylbill
      dylbill
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      No problem, I just uploaded a new version. It does indeed require po3 tweaks for editor id's, and the latest versions of my mods Dylbils Papyrus Functions and Extended Vanilla Menus, which I just updated. Enjoy!
    4. GroundAura
      GroundAura
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      With v1.1 I'm getting a message box every time I load a save. It just says "Fail". Any idea what could be happening? I updated Dybills Papyrus Functions and Extended Vanilla Menus as well. I also tested reverting to Form Explorer Menu v1.0 and the message box no longer appears.
    5. dylbill
      dylbill
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      Hmm not sure why that would be. Try to install 1.1 on a new save that hasn't yet had form explorer installed on yet.
    6. GroundAura
      GroundAura
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      Same thing whether it's an old save, new game, coc riverwood, or coc qasmoke. I've been able to narrow it down to something related to FormExplorerListener.pex, because it I overwrite v1.1 with v1.0's version of that file it doesn't happen.

      Edit: also I was mistaken it doesn't say "Fail" it says "False".
    7. dylbill
      dylbill
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      Gotcha, I was testing a function from DbSkseFunctions and forgot to remove the debug message. I just uploaded a new version, it shouldn't be there any more.
    8. GroundAura
      GroundAura
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      Thanks! Works great now!
    9. dylbill
      dylbill
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      No problem, happy modding!
  3. curtiscox81
    curtiscox81
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    the no .esp dll doesn't work for me, even the ng on github gave a version warning and told me to exit, so quick question, is the console command to activate a one-time thing, a one time every new game thing, or is it safe for me to put in in autorun console commands mod to run every time my game starts?
    1. GroundAura
      GroundAura
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      Should be just a one-time thing to add the script to the player. Once it's on it shouldn't leave. Curios about no .esp ng not working for you. What version are you on? It works for me on 1.6.640.
    2. curtiscox81
      curtiscox81
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      i'm on 1.6.640 also and using 0.2.2.3 skse
    3. dylbill
      dylbill
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      GroundAura is correct, the console command is a one time thing on every new game, or rather on every save where the console command hasn't already been executed.
  4. DaydreamingDay
    DaydreamingDay
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    Wow! Thank you!

    I'll add this as soon as I have time to update my lo :P
    1. dylbill
      dylbill
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      No problem :) happy modding!