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In the Anniversary edition on GOG, can you choose which Creation club content is active? An example, if I would want Arcane accessories active but not Plague of the dead could I do that?
This question / problem has been solved by pczachor1image
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Kerr_Laeda: In the Anniversary edition on GOG, can you choose which Creation club content is active? An example, if I would want Arcane accessories active but not Plague of the dead could I do that?
It seems that if you delete an entry from the "Skyrim.ccc" file in the main directory of the game, the relevant Creation Club content won't be loaded. It would be nice to have a more elegant solution, though (and I have no idea if the change persists when you update the game).
You can also just delete (or move) the appropriate cc*.esl or cc*.esm (in the Data folder) for the item you want to disable. Vortex and Mod Organizer 2 (once it supports GOG) both also have plugins that move Creation Club items to "mods" in their interfaces, so you can enable and disable them at will.

For Vortex: Import from Bethesda.net
For MO2 (once updated): Curation Club
(Apparently I can't post links :/)

Just keep in mind that both solutions are likely to cause problems with future updates.
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RuiNtD: You can also just delete (or move) the appropriate cc*.esl or cc*.esm (in the Data folder) for the item you want to disable. Vortex and Mod Organizer 2 (once it supports GOG).
MO2 supports GOG, it always has (Just Like MO does with 32-bit BGS Games).
It doesn't care what store you use, by default it looks to Steam for Skyrim, for obvious reasons, but you can always set the game path manually.
All you need to do is tell MO2 where to find the game, job done.
Settings > Paths > Managed Game.
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RuiNtD: You can also just delete (or move) the appropriate cc*.esl or cc*.esm (in the Data folder) for the item you want to disable. Vortex and Mod Organizer 2 (once it supports GOG).
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UhuruNUru: MO2 supports GOG, it always has (Just Like MO does with 32-bit BGS Games).
It doesn't care what store you use, by default it looks to Steam for Skyrim, for obvious reasons, but you can always set the game path manually.
All you need to do is tell MO2 where to find the game, job done.
Settings > Paths > Managed Game.
MO2 doesn't yet support Skyrim on GOG because Skyrim on GOG saves the load order to a different folder. Even if you set it to use GOG Skyrim's folder, it will write the load order to the wrong location.
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RuiNtD: MO2 doesn't yet support Skyrim on GOG because Skyrim on GOG saves the load order to a different folder. Even if you set it to use GOG Skyrim's folder, it will write the load order to the wrong location.
Why would that matter?
MO sets Load Order, not those Vanilla LoadOrder.Txt,/Plugins.Txt,
Set up correctly:
Profile specific INIs, and Saves, MO Auto Generates the other Files on it's own for EACH Profile
.
How else can MO Profiles be isolated from Vanilla, or each other?

The change of folders will require manual copying of Vanilla generated Ini's, and other game files to the "Default" Profile in the first instance (Until MO devs add them to the default checklist), then copy the "Default" Profile instead of creating a "New" one.

Note: I've always made "Defaultt" = Vanilla First, (Leaving Vanilla unchanged), that make Default my "MO Vanilla Source". Then I gather all the must have, always used mods, edit Ini's, to make my Base for every modded Profile.

Those Vanilla LoadOrder.Txt,/Plugins.Txt files should be always showing Vanilla Skyrim without mods.
That way if you load the Game outside MO, you get the Settings files for the Content actually in the Data Folder (Vanilla Game files only). You can even turn all but, Skyrim.esm, and Update.esm into MO Mods by Archiving each Plugin+BSA pairing, as a mod.

I was the most active MO Support Fangirl from 2013-2016. I know exactly how MO works, and what's possible.
MO2 has some differences, but is 90% the same, and Identical for profile management.

GOG is supported by MO2, or to be exact, MO doesn't care about the Store used.
The new folders are an added wrinkle, but not really relevant because MO doesn't alter them when set up correctly.
Sure it takes a little more effort from the user, as with all cutting edge modding, and somebody has to figure out the minor niggles that crop up, and learn how to do things first.
Post edited October 02, 2022 by UhuruNUru
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RuiNtD: MO2 doesn't yet support Skyrim on GOG because Skyrim on GOG saves the load order to a different folder. Even if you set it to use GOG Skyrim's folder, it will write the load order to the wrong location.
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UhuruNUru: Why would that matter?
MO sets Load Order, not those Vanilla LoadOrder.Txt,/Plugins.Txt,
Set up correctly:
Profile specific INIs, and Saves, MO Auto Generates the other Files on it's own for EACH Profile
.
How else can MO Profiles be isolated from Vanilla, or each other?

The change of folders will require manual copying of Vanilla generated Ini's, and other game files to the "Default" Profile in the first instance (Until MO devs add them to the default checklist), then copy the "Default" Profile instead of creating a "New" one.

Note: I've always made "Defaultt" = Vanilla First, (Leaving Vanilla unchanged), that make Default my "MO Vanilla Source". Then I gather all the must have, always used mods, edit Ini's, to make my Base for every modded Profile.

Those Vanilla LoadOrder.Txt,/Plugins.Txt files should be always showing Vanilla Skyrim without mods.
That way if you load the Game outside MO, you get the Settings files for the Content actually in the Data Folder (Vanilla Game files only). You can even turn all but, Skyrim.esm, and Update.esm into MO Mods by Archiving each Plugin+BSA pairing, as a mod.

I was the most active MO Support Fangirl from 2013-2016. I know exactly how MO works, and what's possible.
MO2 has some differences, but is 90% the same, and Identical for profile management.

GOG is supported by MO2, or to be exact, MO doesn't care about the Store used.
The new folders are an added wrinkle, but not really relevant because MO doesn't alter them when set up correctly.
Sure it takes a little more effort from the user, as with all cutting edge modding, and somebody has to figure out the minor niggles that crop up, and learn how to do things first.
Late reply, but the reason those files are untouched is because MO2 doesn't override *any* of Skyrim's folders. It launches Skyrim with a virtual filesystem, redirecting any files Skyrim checks to MO2's folders; including Data, the save folder, the INI folder, and the load order folder. However, this method doesn't work if MO2 is redirecting the wrong folders in the virtual file system.

Also, here is literally the related GitHub issue for MO2:
https://github.com/ModOrganizer2/modorganizer/issues/1744
Post edited October 06, 2022 by RuiNtD
Estou com problema, no meu skyrim Anniversary edition não possui a opção do Creation Club no menu do jogo, ou seja, eu não consigo colocar mod oficiais. se eu colocar pelo Vox vou deixar de receber minhas conquistas o que posso fazer?
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weslleyjunio29: Estou com problema, no meu skyrim Anniversary edition não possui a opção do Creation Club no menu do jogo, ou seja, eu não consigo colocar mod oficiais. se eu colocar pelo Vox vou deixar de receber minhas conquistas o que posso fazer?
Essa versão vendida na GOG não possui a opção Creation Club no menu do jogo, é intencional, tem o aviso lá na página da loja.
Aqui na GOG, Anniversary é uma "DLC", quando você instala essa DLC, todos os mods do Creation Club são instalados simultaneamente.

O mod "SSE Engine Fixes" reativa o sistema de conquistas (você precisa instalar ambas parte 1 e 2, assim como SKSE).
https://www.nexusmods.com/skyrimspecialedition/mods/17230

obs: não é uma regra, mas é recomendado escrever em inglês, principalmente quando você esta usando o tópico de outro de usuário.
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Kerr_Laeda: In the Anniversary edition on GOG, can you choose which Creation club content is active? An example, if I would want Arcane accessories active but not Plague of the dead could I do that?
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pczachor1: It seems that if you delete an entry from the "Skyrim.ccc" file in the main directory of the game, the relevant Creation Club content won't be loaded. It would be nice to have a more elegant solution, though (and I have no idea if the change persists when you update the game).
This is what I do, empty the file (keep a backup) and in Vortex all the CC becomes disable/enable-able in the plugins tab. It is persistent until you verify/update etc. the game.

diziet