I've had this mod for ages and all was fine, until I installed NFF. Now my notifications are gone. Tried fiddling with position and scale, but no luck and honestly, it wouldn't make much sense to be it, because I didn't change anything. There are no notifications otherwise Advanced Notification Log would have saved it and I'd know it was a positioning issue but there's no log. The method shown in CNM's MCM is "Native", maybe because I chose Colored Notifications for NFF. I unticked the option and fully restarted the game, meaning, I saved, close the game completely and then relaunched it, still no luck. I have no notifications at all.
I suggest delete settings. Saved settings location: "MCM\Settings\ConfigurableNotificationMessages.ini".
I use this mod with NFF and have no problem at all. I suppose there must be some settings conflict. If you can reproduce this bug and write me the steps so I can reproduce it myself, I can easily fix it.
I already had CNM installed and was using no follower manager, but I started a new playthrough and because of what I planned to do, I knew I was going to need a follower manager, so I installed NFF and literally started the game and no notifications. Adv Notification Log was literally recording 0 HUD messages.
I went as far as repairing installation through steam, uninstalling both this mod and NFF and my notifications would not return. Funnily enough, I tried adding "bShowHUDMessages=1" in the Interface section of my Skyrim.ini, but no luck.
THE SOLUTION:
After going insane trying everything I could think of, because my notifications wouldn't appear even on a new game. What fixed it for me was using: setini "bShowHUDMessages:Interface" 1 in-game from console. Just adding it to my Skyrim.ini did nothing for me. I did not change my configs or anything, I literally just restarted my playthtough with the same mods I was using before, and added NFF. I'm guessing there was some weird interaction/behavior that happened for whatever reason between CNM and NFF that disabled my notifications. After re-enabling them again using the console, I'm happy to report I am also using CNM and NFF together with no issues.
Hi, would it be possible to increase the duration of the notifications? For e.g. setting it to something like 500, just so that there is some more wiggle-room.
I find the base a little too short, so I was looking for a mod that increases that value.
I believe this mod is creating double notifications when some situations occur. Most likely due to SkyHUD as well. Whenever I use a conjuring spell (mainly from immersive creatures), I'm getting double notifications. Very hard to fix, I've disabled this mod and the error was fixed, but I can't play without this now lol
Anyway, some problem with skyuilib. I could get around the problem by changing the notifications location, if I put them very low on the screen the doubles are hidden, but the issue still exist unfortunately.
Edit : didn't see but someone had the same problem just below a year ago. Here I also have native notifications, at some point it switches to Uilib. The only thing I'm sure is how I get this bug : conjuring spells, not all of them. If I don't engage in a fight and load my game, it might not occur. But if I enter a fight with the summoned creature, it will occur. Then, loading another save will just get double notifications, until I exit and restart the game.
Thanks for the helpful mod! I'm getting an invalid ObjectID error when I run TexGen only with the New Game Delay version installed. I switched to the regular but wanted to mention in case it's not something I messed up somewhere.
<Error: ZEDCNMNewGameSpeedHandler [QUST:FE116E48] has invalid ObjectID 006E48 for a light module. You will not be able to save this file with the Light flag active.>
[00:00] Start: Checking for Errors [00:00] Checking for Errors in [FE 000] ConfigurableNotificationMessages.esp [00:00] ZEDCNMNewGameSpeedHandler [QUST:FE006E48] [00:00] QUST -> ObjectID 006E48 is invalid for a light module.xedit confirms (that's new game delay .esp)
Can anyone tell me why either one file or another to download, the speed at which the notifications disappear does not change? I can't find a solution because the mod itself is really nice
I realy love the idea behind this mod but I feel like it could use a feature to shift the notifications from left, center, or right in the alignment. Its really awkward positioning the notifs to be on the right when the allignment of the text is to the left, wahahaha
242 comments
I use this mod with NFF and have no problem at all. I suppose there must be some settings conflict. If you can reproduce this bug and write me the steps so I can reproduce it myself, I can easily fix it.
I went as far as repairing installation through steam, uninstalling both this mod and NFF and my notifications would not return. Funnily enough, I tried adding "bShowHUDMessages=1" in the Interface section of my Skyrim.ini, but no luck.
THE SOLUTION:
After going insane trying everything I could think of, because my notifications wouldn't appear even on a new game. What fixed it for me was using: setini "bShowHUDMessages:Interface" 1 in-game from console. Just adding it to my Skyrim.ini did nothing for me. I did not change my configs or anything, I literally just restarted my playthtough with the same mods I was using before, and added NFF. I'm guessing there was some weird interaction/behavior that happened for whatever reason between CNM and NFF that disabled my notifications. After re-enabling them again using the console, I'm happy to report I am also using CNM and NFF together with no issues.
For e.g. setting it to something like 500, just so that there is some more wiggle-room.
I find the base a little too short, so I was looking for a mod that increases that value.
Thanks in advance.
tysm.
I love a minimal UI and this is a huge help. can it stop the ENORMOUS skill increase messages?
Most likely due to SkyHUD as well.
Whenever I use a conjuring spell (mainly from immersive creatures), I'm getting double notifications.
Very hard to fix, I've disabled this mod and the error was fixed, but I can't play without this now lol
Anyway, some problem with skyuilib. I could get around the problem by changing the notifications location, if I put them very low on the screen the doubles are hidden, but the issue still exist unfortunately.
Edit : didn't see but someone had the same problem just below a year ago.
Here I also have native notifications, at some point it switches to Uilib.
The only thing I'm sure is how I get this bug : conjuring spells, not all of them. If I don't engage in a fight and load my game, it might not occur. But if I enter a fight with the summoned creature, it will occur. Then, loading another save will just get double notifications, until I exit and restart the game.
<Error: ZEDCNMNewGameSpeedHandler [QUST:FE116E48] has invalid ObjectID 006E48 for a light module. You will not be able to save this file with the Light flag active.>
[00:00] Start: Checking for Errors
xedit confirms (that's new game delay .esp)[00:00] Checking for Errors in [FE 000] ConfigurableNotificationMessages.esp
[00:00] ZEDCNMNewGameSpeedHandler [QUST:FE006E48]
[00:00] QUST -> ObjectID 006E48 is invalid for a light module.
I realy love the idea behind this mod but I feel like it could use a feature to shift the notifications from left, center, or right in the alignment. Its really awkward positioning the notifs to be on the right when the allignment of the text is to the left, wahahaha