I think the file structure of the mod could have been redesigned so you can install the mod with the mod manager with ease, without having to move files around manually.
Basically by default the mod manager simply shoves the files into the Data folder.
You could just make the plugins as a separate downloads, so the users can pick it on the site directly, while the, and have no need to remember which files they moved around manually.
Like there's the assets zip archive, and the plugins zip archive, and the users pick the plugin download that suits them.
Basically if you just ship an archive to Nexus, it will install them into the game's Data folder, raw.
For example, my reshade preset has only the Reshade.ini file inside, and it ends up in the Skyrim's Data folder. It's also convenient for me reinstall it that way, if I need to revert some manual tweaks I did myself.
If you had any named folders in the archive, it will be the same result and copy and pasting the stuff into the Data folder manually via the file manager.
You are probably at a stage where you need to evacuate. In this case:
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On the fifth floor, there is an unlocked room with one door. There, the furniture is arranged in such a way that you can jump to the sixth floor through a hole in the ceiling.
Hi, brilliant mod, but now I'm stuck. I can't catch the plane at all with the UN fast horse, I've tried about 30 times and to be honest its not really fun any more. Is there a shortcut / quest stage I can move to? Thanks
I found the answer in the oldrim version posts, to do coc king_samoletkabina which puts you in the plane. This bit for me was too difficult, but it's really clever, still recommend this mod. There was clearly a lot of work put into this, its one of the best mods ever done, very original, very clever and very funny.
sorry for late reply, i had the same issue but if you use "Player.set/modav speedmult 200 (or 1000 for fun >:)) then yeah you can get on the plane in under 5 seconds (unless you run, running makes you go double the speed)
Мы пробовали это сделать, но, вероятно, упустили какой-то технический момент. При конвертации в esm изменения ландшафта в мировом пространстве Tamriel, сделанные нами, сбрасывались, из-за чего часть объектов мода становилась недоступной. Поэтому решили оставить esp. Если найдётся знаток, который попробует провести конвертацию, и она пройдёт успешно; и объяснит нам, в чём может быть проблема, то, в случае, если мод получит обновление, вполне вероятно, что выйдет в виде esm.
feeling a bit dumb right now though: trying to return the daughter but can't seem to solve getting out of Meadowwatch. Any hints?
edit: never mind. Somehow the Unclevered Necromancers quest just hadn't been activated. Retired the rescue and got that quest and then was able to escape.
After talking to the mysterious necromancer in the Mystery Cruise (who tells something about time distortion, after Millers Planet), nothing happens. How to proceed with the quest?
Tks! I'm taking my time travelling with the NOS (after exploding it a few times lol), congrats on the amazing mod! About the issue:
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After the dialogue ends, he stays in place and does nothing... I've went to command point, but he doesn't appear. If I advance 2 stages in the KING_O_LKN, I can see the blue sphere and go back to the NOS... should I do that?
Extra:
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Maybe rewinding time will reconstruct the Lazarus Pod in Millers Planet? I am still trying to discover how to rebuild it.
Hmm... "Doesn't appear"? Maybe he went to the NOS while you were in the Command Point. Check, if he is standing at the NOS, then when you approach, the scene will begin and everything will go fine. If not, then skipping the stage through the console will also solve the problem. Regarding Miller's planet: there is nothing else there except for the Doyle's Shoes artifact. Just like in the film, the planet is too dangerous to linger on for long. But on Edmunds’ planet, the Lazarus Pod will be available if you visit Edmunds’ planet before visiting Miller’s planet, or if you return there after the LKN.
Yeah, he is frozen on place just after he talks about the distortion and says "Let's go". Guess the quest's not proceeding because of something. But I will try to force the scene by moving him to me or advancing through console.
I found Doyle's boots next to the Lazarus Pod scraps in Millers world (the same scraps in Edmunds) while wearing the Space Suit, that's why I thought they were related. But I'll keep going through my journey!
Just a final question: I didn't catch anything different on the Nether in Minecraft world, that's okay, right? I feel like reaching the end of the mod, since it looks like Deadlands has no quests and The Pits are not accessible because of Peryite.
Then, perhaps the response of the AI package is delayed. You can try to push him in a sprint, if it doesn’t work, then make a pass with the console.
In the current version of the mod, the end of Minecraft is the wither skeleton. In a future version of the mod, if it is made, Minecraft will be significantly expanded (Evgeniy Zapirbitskiy has already begun to move in this direction). For now, the logical end of the mod is when you leave LKN. Don’t forget also about side quests, including large ones that are not directly related to the plot, you may be interested.
Thanks for playing our mod and going through this adventure!
mysterios necromancer don't walk or move after dialogue is because he is a manakin race, so in order to make him run well like LE you must change nestersbura race from manakin race into nord race or whatever.I change his race into nord race with manakin skin and it works.Nestersbura fight inside NOS run well,Unclever Necromancer Hall the mysterios necromancer appear to saying to look who is giving the speeches,all run well after changing nestersbura race. PS mysterios necromancer is nestersbura lol
how do fly the NOS? i have been trying for 3 days now! i cannot find out how to go to other worlds... THE PROBLEM: cannot find out how to calculate route, or better said fuel and go to other worlds.... I AM NEW TO THE MOD!
help appreciated also best mod ever! though i wish there was an English translation for sse...
After completing the quest “Oblivion Technologies”, Midas gives you the book “Memo of the NOS”, which you need to read and after that you can learn from the engineers of the Oblivionodrome how to make fuel.
In general, you are already at such a stage of the mod that when there is a lack of progress, you first need to find Midas or Grand Pardnist Djerd and talk to one of them about the topic that has arisen.
Hmm... SE has two versions, including with English subtitles, the desired folder is selected when installing the mod to be copied to the Data folder, according to the instructions... Or do you mean the voice acting? If anyone wants to do voice acting in English, we won’t mind)
Fuel should just be in your inventory. Adding fuel through the console until you have gone through the entire process of making a fuel canister for the first time is not recommended, as this may break quests that depend on the "KING_SUNOS_Quest" quest (not displayed in the journal).
The first time fuel fabrication occurs in the following order:
Spoiler:
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- Grand Pardnist Djerd talks about what and where you can get; - Midas tells you where to get rubber (after that you need to negotiate with the airship pilot about a trip to the volcano); - After receiving the rubber, you need to make an empty canister (in forge or anvil); - Then Grand Pardnist Djerd tells how to fill it out; - After filling the canister Grand Pardnist Djerd will direct you to Midas again, and Midas will show you where the last two fuel processing units are located.
After this, you will be able to produce fuel and, if there is enough quantity, fly to other planets.
77 comments
You could just make the plugins as a separate downloads, so the users can pick it on the site directly, while the, and have no need to remember which files they moved around manually.
Like there's the assets zip archive, and the plugins zip archive, and the users pick the plugin download that suits them.
Basically if you just ship an archive to Nexus, it will install them into the game's Data folder, raw.
For example, my reshade preset has only the Reshade.ini file inside, and it ends up in the Skyrim's Data folder. It's also convenient for me reinstall it that way, if I need to revert some manual tweaks I did myself.
If you had any named folders in the archive, it will be the same result and copy and pasting the stuff into the Data folder manually via the file manager.
Thanks
This bit for me was too difficult, but it's really clever, still recommend this mod.
There was clearly a lot of work put into this, its one of the best mods ever done, very original, very clever and very funny.
Если найдётся знаток, который попробует провести конвертацию, и она пройдёт успешно; и объяснит нам, в чём может быть проблема, то, в случае, если мод получит обновление, вполне вероятно, что выйдет в виде esm.
feeling a bit dumb right now though: trying to return the daughter but can't seem to solve getting out of Meadowwatch. Any hints?
edit: never mind. Somehow the Unclevered Necromancers quest just hadn't been activated. Retired the rescue and got that quest and then was able to escape.
Extra:
Regarding Miller's planet: there is nothing else there except for the Doyle's Shoes artifact. Just like in the film, the planet is too dangerous to linger on for long. But on Edmunds’ planet, the Lazarus Pod will be available if you visit Edmunds’ planet before visiting Miller’s planet, or if you return there after the LKN.
I found Doyle's boots next to the Lazarus Pod scraps in Millers world (the same scraps in Edmunds) while wearing the Space Suit, that's why I thought they were related. But I'll keep going through my journey!
Just a final question: I didn't catch anything different on the Nether in Minecraft world, that's okay, right? I feel like reaching the end of the mod, since it looks like Deadlands has no quests and The Pits are not accessible because of Peryite.
In the current version of the mod, the end of Minecraft is the wither skeleton. In a future version of the mod, if it is made, Minecraft will be significantly expanded (Evgeniy Zapirbitskiy has already begun to move in this direction). For now, the logical end of the mod is when you leave LKN.
Don’t forget also about side quests, including large ones that are not directly related to the plot, you may be interested.
Thanks for playing our mod and going through this adventure!
help appreciated also best mod ever! though i wish there was an English translation for sse...
In general, you are already at such a stage of the mod that when there is a lack of progress, you first need to find Midas or Grand Pardnist Djerd and talk to one of them about the topic that has arisen.
Hmm... SE has two versions, including with English subtitles, the desired folder is selected when installing the mod to be copied to the Data folder, according to the instructions... Or do you mean the voice acting? If anyone wants to do voice acting in English, we won’t mind)
also on my other pc (on which I completed the mod) I didn't really understand what I had to do to make fuel...
Adding fuel through the console until you have gone through the entire process of making a fuel canister for the first time is not recommended, as this may break quests that depend on the "KING_SUNOS_Quest" quest (not displayed in the journal).
The first time fuel fabrication occurs in the following order:
- Midas tells you where to get rubber (after that you need to negotiate with the airship pilot about a trip to the volcano);
- After receiving the rubber, you need to make an empty canister (in forge or anvil);
- Then Grand Pardnist Djerd tells how to fill it out;
- After filling the canister Grand Pardnist Djerd will direct you to Midas again, and Midas will show you where the last two fuel processing units are located.
After this, you will be able to produce fuel and, if there is enough quantity, fly to other planets.