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NWelf

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About NWelf

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    https://www.facebook.com/SilverMoonDragon
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    United States
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    DragonAge: Inquisition
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    DragonAge: Origins, DA2, DragonAge: Inquisition, Skyrim

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  1. Here's a pic of it, its not just the npc that's missing, even the objects like the anvils and the crafting stations are gone. https://nwelf.tumblr.com/post/148376134432/wtf-seems-my-blacksmith-and-his-whole-crew-have
  2. I'm having a bit of a problem in Haven, it seems my blacksmith left on vacation and didn't inform the inquisition of the leave of absence. His entire crew from the workers down to the anvils are just gone. I'm pretty sure it's a mod problem, but I am Having trouble figuring out which it is. Has anyone else's blacksmith gone Awal ?? I've tried uninstalling, re-patching, etc, I've tried, re-downloading the patch, uninstalled the game and reinstalled. I've tried deleting all patch folders, and repairing the game to get a fresh patch, then tried remerging, still nothing. Its weird cause on my very first character playthru, I had none of these problems, and that game was also modding. Any help as to the culprit here would be greatly appreciated :D .
  3. I just want open mod and revised its . Yes I understand you want to revise it, but the type of revisions you want to make are what will decide what program to use. A lot can be done in the Creation Kit, which you can download from steam. Once you Download it, got to your skyrim directory, should be located in C:\Program Files (x86)\Steam\SteamApps\common\Skyrim , and look for a file called CreationKit.exe . Left click that to start up the program, wait for it to finish loading, if you get any warnings, just click yes to all and continue on. Once its finished initializing, go to file menu and click on Data. That will pull up the window where you can select the plugin you want to work on. Double left click on Skyrim.esm, and Update.esm, then double left click the mod in your list that you want to work on, and then double right click to set that mod as the active file or you can just click on the mod to highlight it and then click the set as active file button at the bottom of the window. With that done, click ok and it will load the mod up, again if you get more warnings, just click yes to all and let it continue loading. After that's done, then you can start working on your mod. There are many great tutorials on the web and on the nexus, to help you learn how to use the CK. Also some great videos on youtube with tutorials for the CK. So are you wanting to revise some meshes or textures in this mod? Or add new content?? What exactly do you want to do with this mod. Because if you are working on meshes, then a program like Blender will be needed, its a free program that you can DL from the web. There is also Nifskope, which you can edit meshes with. If you are working on textures, Than a program like Gimp or Photoshop work well. As you can see what program you use depends very much on what you want to do with the mod. So again, before I can offer any advise, I need to know what exactly you want to change and/or add to or subtract from this mod. Without that information, I won't know what to suggest.
  4. Yea it comes up when I first start up the program, before I select any mods, while the program is initializing. And it is installed in the proper place in C:\Program Files (x86)\Steam\steamapps\common\skyrim . Yes using Windows 7 home premium (64bit) Service Pack 1. My windows version is all up to date with the latest patches and whatnot. I tried running it directly from the .exe file in my skyrim folder, but it still throws that same assertion error. Also uninstalled and reinstalled the program but it didn't help any, still gives me the error. I've validated all the cache files, and it says they are all fine, so not sure why its giving me this error.
  5. Awe stop your makin me :blush: !! Anyways lol, I'm not using any optimizers, or mod organizers or anything like that, as I install all my mods by hand. And I did do a verify tool cache for the CK, it reacquired like 34 files, ran the validator again and it said all of the files validated, but when I went to use the CK I still get the same Assertion Error. So not sure what else to do.
  6. Depends on what you want to do. Some edits can be done in the Creation Kit, Some can be done in TES5Edit, or Nifskope, or Blender. It really depends on what types of edits you want to make to the mod. So you will have to be more specific about what types of edits you want to make to the mod, or people won't know which program to suggest as the best to use. So we need more details.
  7. I am having a problem when I go to load the CK. I get this assertion error (see file below) every time I try to start up the CK. Not sure what to do, since I thought I already had been using the 64bit version. So not sure what to do, any help would be appreciated :D . I believe this is the Steam version of the CK, as the shortcut points to a steam url and not something on my HD, if that makes any difference. System Info: Alienware X51 R2 Windows 7 Home Premium (64bit) Service Pack 1 CPU: Intel® Core i7-4770 CPU @ 3.40GHz Memory: 8Gigs HDD: Seagate 2TB Video Card: Nvidia GeForce GTX 670 Video Memory: 2Gigs DirectX Version: 11 EDIT: Ok tried loading it by clicking on the EXE file right from my skyrim folder, still give the assertion error. Also tried validating the tool cache and it says it all validates just fine, so I'm stumped.
  8. I am trying to make a compatibility patch for Aemers Refuge.esm ( http://www.nexusmods.com/skyrim/mods/37450/ ) and Breezehome_Fully_Upgradeable_NoDLC.esp ( http://www.nexusmods.com/skyrim/mods/11158/ ). But I'm not sure how to go about it, Do I have to make Breezehome mod into an esm file first, then load them both in CK, make my changes, save new esp file, then load breezehome mod back into Wyre Bash and turn it back into an esp file?? Any help here would be appreciated. I've made mods before but never made a compatibility patch before (well at least not one that uses multiple mods as a base -only one I have made was for Lanterns of Skyrim), and there isn't much documentation on it, as I have searched the net looking for tutorials and came up empty. EDIT: NVM lol, the mod author of Aemers Refuge explained how to make them compatible
  9. You could try re-installing the textures for the invisible armors back into the data/texture folder and see if that fixes the invisible armor problem. Could be that the merge may have messed up the textures somehow, or the texture may have gotten overwritten, especially if you have 2 armors that use the same mesh as a base. It may have deleted one of the textures, seeing it like a duplicate to that mesh. Or possibly, now that I think about it, if 2 armors use the same mesh as a base, it may have merged the meshes?? But I am by far no expert, but that would be my best guess. Hopefully someone here with more knowledge will have a better answer for you. But I figured I would throw the idea out there anyway. :D
  10. Would like to request a compatibility patch for: Remodeled Armor for CBBE Bodyslide and BBP by ChronoTrigger77: http://www.nexusmods.com/skyrim/mods/25259/? and The Well Dressed Mage http://www.nexusmods.com/skyrim/mods/29469 and Opulent Outfits - Mages of Winterhold http://www.nexusmods.com/skyrim/mods/35002/? So that both RA & TWDM will work with Opulent Outfits and have both RA & TWDM use Opulent Outfits textures. And before anyone flames me, I know that RA already has a patch, but it is out of date, since the Common Robes file that the RA patch depends on was updated on the opulent page a month after the last RA patch was made. So need an updated patch for that one.
  11. Yay, I can finally get back to work on my mods, woot. Between my pc dying and having to get a new one and then reloading everything, and being sick a lot I haven't been able to work on my mods till now, but I am getting back to work on them as of now, sorry its taking me so long to get them done.
    1. Zabajola

      Zabajola

      Hi NWelf I like your Korvain, but have some problems with him

      1.he is not in Jorrvaskr in Whiterun

      2.my game is freezing and TES5Edit has this reports:

       

      [00:00] Above errors were found in :Male world model

      [00:00] Above errors were found in :1Dr_BAN_AA_VialHolderBackDarkR [ARMA:020094D9]

      [00:00] Above errors were found in :GRUP Top "ARMA"

      [00:00] CNAM - Template -> Found a NULL reference, expected: WEAP

      [00:00] Above er...

  12. YAY!! I finally was able to get the cable, and now have finally been able to get all my data off my old HD, tho the igits who fixed my old pc left the HD a mess, got crap scattered all over the place, so I gotta go thru all 500 gigs and sort and rearrange everything. But once thats done, and I finish installing all my old programs onto the new pc, then I'll be able to get back to work on my mods :D !!
  13. Happy New Year Everyone!! Just updating everyone on the status of my mods. I still haven't been able to get the special cable i need to be able to DL my data from my old HD, but hopefully I'll get that soon. And once I get that done, then I will be able to resume work on my standalone follower mods. Have a great new year all !!
  14. MERRY CHRISTMAS EVERYONE!! Or YULE!! Or whatever you happen to celebrate this time of the year :D . Hope everyone has a funfilled day with family and friends :D !!
  15. Well I'm back, would have been back sooner, but my stupid pc died on me, MB totally fried .....that really sucked. But thanks to my very generous mom, I have a new alienware x51 R2 and a new 24in widescreen monitor, and a nice nvidia geforce 670 gtx, so I am a happy camper :D and I will be resuming work on my mods once I get my crap ton of programs reinstalled, and get the data files off my old hard drive. YAY!
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