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Gaerzi

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  1. Just refresh the page if it still shows you 2.0.5.
  2. Look at silverlock instead, then. :laugh: http://skse.silverlock.org/ Seriously, you might just need to refresh.
  3. nope runtime 1.5.23 procs an error with SKSE64 2.0.5 Check the date; that post is from when 1.5.16 was the most recent runtime. Now we're waiting for SKSE 2.0.6.
  4. Created by spellcasters? Khajiit are descended from shapeshifters. Their shape is now fixed and depends on the configuration of the two moons at their birth. Bethesda never bothered showing several different types of Khajiit in a game, though (well, except Legends). In Arena, they were basically tattooed humans who claimed to descend from desert cats. That shape has been later called "Ohmes". In Daggerfall, they started getting more feline, with tails, and a light coat of fur on their back and sides, but not arm, belly, or face. That shape has been called Ohmes-raht. In Redguard and Morrowind, they were given the full furry treatment, with cat head and digitigrade legs that couldn't wear normal shoes and boots. That shape has been called Suthay-raht. In Oblivion, Skyrim, and ESO, they've remained furries but they now have human-shaped legs and feet, which conveniently reduces the amount of work animators have to do. It's never been officially confirmed what that shape is called, but I'd say it's Suthay (slightly less animalistic than the Suthay-raht of Morrowind, just like the Ohmes of Arena are less animalistic than the Suthay-raht of Daggerfall) as that's the one that makes sense to me. Cathay and Cathay-raht are often hypothesized by fans for the OB/SK catpeople but they're supposed to be bigger and stronger than the Suthay-raht so I don't find that very convincing, especially when you look at the OB stat bonuses and penalties. See http://en.uesp.net/wiki/Lore:Khajiit for full details. Argonians are lizards who are mutated by the sap of the Hist trees. The Hist trees are on the the big unexplained things in the Elder Scrolls. All we know is that they are very intelligent, very alien in their mode of thinking, very powerful, possibly hive-minded, and also they're still trees. Not dryads or ents or other sort of moving plants; they're stuck where they are. So they need agents that can move and do their biddings, and they changed a species of tree-dwelling lizards into an intelligent race of humanoids by feeding them their own sap, imbued with magical effects. Contrarily to the Khajiit, they have always, since the very start in been described as reptilians and obviously not humans or elves. That said, the reptilian appearance did increase considerably in Daggerfall where they gained a tail and replaced their hair with horns and fins. They went digitigrade in Morrowind and the lizard women lost their boobs, and went back to human-like legs and feet (and boobs!) Oblivion, Skyrim, and ESO. Without the excuse of being former shapeshifters now locked into several different shapes on a human-werebeast-animal spectrum, these differences in shapes have been explained instead by being differences in mutations. The argonians take the shape that the Hist thinks they will need wherever they are supposed to go. There again, see http://en.uesp.net/wiki/Lore:Argonian for details.
  5. All released "creations" so far use a new data format, .esl for "light master" as explained here. You'd have to convert it back to esp. And the version 43 or the esp format, not 44. This will allow you to activate them as normal mods. Then you have the bigger problem for the new assets. You'll have to extract the content of the bsa, and convert the NIF meshes to the format used by classic Skyrim. The optimized format used in SSE is not compatible at all with classic Skyrim, and while you can easily find NIF optimizers that will do the Classic -> SSE conversion, I'm not sure they also work for the other way around. You also might have to change the texture format if textures don't work, but that shouldn't be too hard. Finally you have to keep in mind that some of the creations also required engine-side changes to work. Those are definitely not going to work with Classic. Survival Mode is guaranteed to be impossible to backport (though everyone will say Campfire+Frostfall is better anyway). And there have been changes brought to Update.esm, too, though I believe these were for Survival Mode too. In short, porting the creations to classic Skyrim is probably possible in most cases, but not all, and it will definitely involve a lot of technical work. Which you will have to do yourself since, given that they're commercial content, you can't expect to just download a converted mod from someone around here; it'd technically be piracy (that you have them on SSE does not matter).
  6. That's a misleading title. The video shows racemenu loading with SKSE64; but it doesn't show it working. None of the sliders are moved.
  7. I'd suggest waiting for the next release of MO2. Or Vortex.
  8. SKSE current version (2.0.5) is for the current SSE version (runtime 1.5.16). You will also need to check if you need to update anything that you have in your Skyrim Special Edition\Data\skse\plugins folder, such as for example PapyrusUtils. Important note: SSE Fixes has not yet been updated, so if you use it, you will have to remove it.
  9. The .esl files are only for small mods, though. The upcoming PuzzleDungeon is an esm (as you can see if you open the Skyrim.ccc file in a text editor); and that's likely because it's going to be a much larger mod than the rest of the "creations" so far. It's possible that other CC esm files will appear in the future.
  10. The last version was 1.5.3, not 1.5.30. 16 > 3.
  11. Apparently Skyrim just got a new update today, which broke SKSE64.
  12. There was an old mod called Catlike Khajiit that allowed to change the male and female Khajiit heads, with several options for each (including no replacement). You could use it to replace the male Khajiit heads with the "housecat" or "lion" models to remove the bobcat cheek tufts. It's a bit hard to find because Google sends you to a Reddit thread that sends you to dead link on a famous porn slab; but eventually I found it right there on the nexus forums. I've tried it and it works with Skyrim SE out of the box.
  13. Current development versions of Wrye Bash can recognize .esl files; however you have to use the Python version. There is no available build of Wrye Bash Standalone that supports them yet -- or if there is, it is well-hidden. Here's the commits from the branch where esl support was added. Likewise for LOOT and several other tools. Development builds have support code; but it's not yet available in official, stable release builds.
  14. The plot in DA is almost entirely dialogue-driven. While the engine does support action-driven events (there's a few examples of such scattered here and there, like those impersonators going nuts when you go in the back room, during that Genetivi quest; or that Tranquil that tells you not to pick a chest's lock, or more simply the spell combo codices), it's underused.
  15. To answer the question that any English-speaker is probably wondering: no, this doesn't make much sense in French either. One of the oddest grammars I've ever seen. Meaningless word order, random capitalization, nouns used instead of verbs...
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