The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

SkyMoMod V13
 This topic has been pinned, so it's probably important
Dogtown1  [developer] 28 Jun, 2015 @ 9:38pm
HELP
I have seen that some have trouble, I'll try to clear things up a bit

my self and a number of my modding friends have been through the mod in the ck and every creature and weapon has meshes and textures, if you have some experience with the ck, you can export the meshes and textures from the bsa into loose files, then preview everything in the mod in the ck and see

the most common reasons someone would get the "red triangle" (missing mesh) or purple creature (missing texture) is this

you have in your list of mods a mod that requires Skymomod v12, v13 is not compatible with anything Skymomod related from the nexus, or v12 here at the workshop, v12 was an esm and v13 is an esp

any tampering with the bsa will break it if you dont use the correct program to export the files, some people try to export the files from the bsa to edit textures

if you subscribe to the mod and launch the game before the bsa has downloaded completely, it will break the bsa, the mod is very BIG, it takes time for the mod to download, its 1.5 gigabytes, so depending on your download speed, it could take a while

if you do get a broken bsa, its not enough to unsubscribe and then subscribe to the mod again
the workshop will see that there is a bsa still in your data folder (the broken one) and not replace it, you must go here:

"C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data"

find the "SkyMoMod.bsa" file and delete it manually, then you can subscribe again and it will give you a new bsa
Last edited by Dogtown1; 28 Jun, 2015 @ 9:53pm
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Dogtown1  [developer] 22 Jul, 2015 @ 6:13pm 
I wanted to add to this by giving a little more info on commonly asked questions

Q) it seems there are to many creatures running around, can the creature count be turned down?

A) there are two ways to increase the number of spawns in both the world space and interior cells, one is to add new spawn markers to both, I will not do this as it would make the mod incompatible with other mods that edit those same cells
and its just buggy and causes ctds as well
the other is to increase the number of spawns at a single spawn point, this is worse because as new cells are loaded and the spawns are created, if there is no room for the new creatures to all fit in an area around the spawn marker, they can be forced into a rock or tree or into an area that has no navmesh and this will cause an instant ctd
so there is no increased creature spawns in the mod, only new ones added to vanilla leveled lists to give more variety to the creatures you will see

Q) what does this mod require?

A) nothing, just hit subscribe, please be patient and give the mod plenty of time to install fully, its big, then when you start skyrim and it takes you to the launcher window, before you hit start, check to be sure that you get the message that all workshop files have finished installing, then hit the "DATA" button, you will see a list of all your mods, move "SkyMoMod.esp" to the bottom of the list

Q) is this mod compatible with mod "X"

A) SkyMoMod is compatible with anything, even other mods that also edit leveled lists, its the reason for moving SkyMoMod to the bottom of the mod list as this will make sure that the new creatures will appear in game

Q) can you remove the weapons as I already have a favorite weapon mod?

A) there is no reason to remove the weapons as they are not added to any crafting tables or stores, they only appear in the hands of the creatures and they have been balanced so you will not find an overpowered weapon at level 1
Last edited by Dogtown1; 22 Jul, 2015 @ 6:37pm
Dogtown1  [developer] 22 Jul, 2015 @ 6:53pm 
also to see more creatures that can be found in the mod, check the facebook link on the description page, there you can see works in progress and there is a photo gallery of many of the old creatures
the images I added here are of just the new creatures that were added to the new version 13
Last edited by Dogtown1; 22 Jul, 2015 @ 6:58pm
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