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ReaverOfSouls

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  1. Haha, I wished I would have looked here earlier, that's exactly what I managed to figure out on my own. Thanks for your time, I appreciate it.
  2. So I'm working on a mod for Skyrim to replace the Dark Brotherhood's armor with simple, unassuming robes (since assassins shouldn't wear something that makes it blatantly obvious that they are assassins) and everything works perfectly except for one thing: invisible forearms only when I equip the gloves. Here's a screenshot of what I'm trying to get the armor to look like. http://cloud-2.steampowered.com/ugc/505823016697970363/7A34A1B97317D459C471867BAB2598D3D7C97B01/ The armor looks just like it does there, except when I equip the gloves, it makes the forearms (the part of the robes that look wrapped in cloth) invisible. When I take the gloves off, I can see the wrappings and forearm normally. I'm not sure how to fix this, exactly, and any help would be greatly appreciated. ***I FIGURED OUT THE PROBLEM! I had to set the gloves in the Creation Kit to Hands only rather than Hands and Forearm.
  3. Well, I've recently been getting into modding Fallout New Vegas and I'm having some issues with getting NTcore's 4GB patch to work with the game. I need to use a 4GB patch for the game with the mods I have installed, but I can't use the NVSE 4GB patch because it's incompatible with the ENB I use. I have used this very patch before for Fallout New Vegas and other games without a hitch, but now every time I try to start the game be it through NVSE, Steam, or the .exe itself, I get an application load error. The only thing I know that I have done differently this time around is that Steam is installed to a different directory than the default one, on my F: drive. Does anyone have any ideas on how to fix this?
  4. Well, I've recently been getting into modding Fallout New Vegas and I'm having some issues with getting NTcore's 4GB patch to work with the game. I need to use a 4GB patch for the game with the mods I have installed, but I can't use the NVSE 4GB patch because it's incompatible with the ENB I use. I have used this very patch before for Fallout New Vegas and other games without a hitch, but now every time I try to start the game be it through NVSE, Steam, or the .exe itself, I get an application load error. The only thing I know that I have done differently this time around is that Steam is installed to a different directory than the default one, on my F: drive. Does anyone have any ideas on how to fix this?
  5. I'm using the version that SkyRealism currently requires, version 0.139, but I have also tried versions .153 and .157 with other ENBs and the problem still persists.
  6. So, basically... I've been using ENBs on Skyrim for a long time. The current ENB I'm trying to use is SkyRealism ENB Evolved with the Vibrant preset. I've used SSAO with most of them with no problems at all until recently. Whenever I stand near something in-game, be it an NPC, wall, or what have you, if it has shadows, I can see it through whatever I'm holding in first-person. The problem doesn't happen with SSAO off, which is a simple fix, but I would really, really like to keep SSAO on. I've never had this issue in the past, and I'm not sure why it's happening now. My graphics card is a 2GB SAPPHIRE ATI Radeon HD 6950. As for this being an issue with ATI, I have many friends who don't have this problem. I've also tried deleting my .ini files and starting from scratch, but it still persists. I made sure to set bFloatPointRenderTarget to 1 and all that jazz. I've even tried many different ENBs and versions as well. Any help is much appreciated. Example screenshots: http://cloud-2.steampowered.com/ugc/597001881155091908/A8ABAD93C33538BEC1AFEE7020BCA2D604AFAB68/ http://cloud-2.steampowered.com/ugc/597001881142962615/7BE6B0F91563674AD1221D8D97522D055493B930/
  7. So, basically... I've been using ENBs on Skyrim for a long time. I've used SSAO with most of them with no problems at all until recently. Whenever I stand near something in-game, be it an NPC, wall, or what have you, if it has shadows, I can see it through whatever I'm holding in first-person. The problem doesn't happen with SSAO off, which is a simple fix, but I would really, really like to keep SSAO on. I've never had this issue in the past, and I'm not sure why it's happening now. My graphics card is a 2GB SAPPHIRE ATI Radeon HD 6950. As for this being an issue with ATI, I have many friends who don't have this problem. I've also tried deleting my .ini files and starting from scratch, but it still persists. I made sure to set bFloatPointRenderTarget to 1 and all that jazz. I've even tried many different ENBs and versions as well. Any help is much appreciated. Example screenshots: http://cloud-2.steampowered.com/ugc/597001881155091908/A8ABAD93C33538BEC1AFEE7020BCA2D604AFAB68/ http://cloud-2.steampowered.com/ugc/597001881142962615/7BE6B0F91563674AD1221D8D97522D055493B930/
  8. It's been a long time since I first heard about the Aesir armor, and I haven't heard from Omeasean in a long time, does anyone know if the project was scrapped or abandoned? Or even released somewhere?
  9. Well, I tried the fix for the Vertex Colors, setting it to yes as well as activating the shader flag for vertex colors, I also tried the reverse. Another modder told me I may need to unwrap the UV, which I did, and still nothing worked. I'm thinking it must be an error with how the .nif was imported/exported, but I don't know. I have never used 3ds max or NifSkope before. Speaking of which, I also set the Num UV Sets to 4097 as one fix said, and running the spell>batch>update tangent spaces command. I should also point out that I'm only trying to modify existing meshes already in the game, not creating a new one from scratch. (Much like the Einherjar/Warchief mods which were what inspired me to start doing this in the first place.)
  10. I have done that, both ways, and I'm still having the same issues. Could it be because I'm only using the "blaharmor_1" mesh, without the "blaharmor_0?"
  11. After editing a mesh and managing to get it into the game, the mesh is just a solid black/grey color. Now, before I get flamed, I have looked up all of the fixes for this, but I have no idea how to actually use them... can anyone explain to me how to fix this issue?
  12. Well, what I'm doing is replacing the torso armor with the Ebony Mail mesh with a custom texture, thieves guild gloves with a custom texture, and the boots with a custom texture. I tried setting the paths in NIFSkope but it still showed the default textures for the armor pieces. And... actually, I just figured it out as I was writing this. Thanks a lot. I really appreciate the help.
  13. I am making a mod that replaces the Dark Brotherhood armor with models already in the game, but with new textures. I have managed to get the game to use the new models, but the game will not display the new textures without overwriting the textures of the original mesh, which I don't want to do. Does anyone have any idea how to fix this? Apparently the issue stems from the fact that the meshes automatically detect the texture they are linked to (as far as I can understand), so does this mean that I need to make a 'new' or duplicate mesh linked with the new textures? Any help would be greatly appreciated.
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