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Plangkye

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  1. I know this is an old topic but I'm having the exact same issue - the green glow appears on the inside of buckets as well, though less intensely. Turning off reflection in ENB makes some of the green glow go away but not all of it. I'm using The Truth ENB. Have any advances on this topic been made in the intervening months?
  2. Getting back into the old love that is Elder Scrolls modding, and I decided my first mod should be a Nirnroot replacer because there is exactly one option for that out there (which is a very nice plant, but doesn't look like a Nirnroot to me) and the vanilla Nirnroot is simply unacceptable. I have all my textures made up and I've tried adding a glow map running along the veins in the leaves to floranirnroot01.nif, and it looks fantastic in NifSkope: But unfortunately, though I thought I'd correctly added the Glow Map property to Shader Flags 2 (Shader Flags 1 already has Own_Emit checked for the Nirnroot) and put the path to my glow texture in the third texture slot, something's gone wrong and ingame it displays as if my glowmap is solid white: And if I try copying and pasting a BSLightingShaderProperty from another mesh that has a glow map already (the one for Glowing Mushroom for instance), this happens: Here is the Block Details screen for the BSLightingShaderProperty, for both attempts - I can't even find a difference in the two versions when I go through every block individually, which is bizarre, since they appear so differently ingame. Can anyone tell me what the devil I'm doing wrong here? Thanks in advance EDIT: Also, I've noticed that editing the .nif seems to get rid of the nebulous light aura that surrounds Nirnroot plants and I don't know why. Can anyone help with that, too?
  3. Not just my most recent save, but ANY save, even ones where I'm fresh out of Helgen or that I had no trouble loading before. I do not get any "missing ESP" message when trying to load, and the game goes to a loading screen as normal, stays there for a few seconds, then CTDs without giving me a "Save is corrupt" message. I am able to start a new game without trouble. I am using SKSE but not ENB and running the game through Mod Organizer. The problem started last night, while I was in the midst of trying to solve an issue with my horse mods. What do I do here? Any notion of what's going on? EDIT: Further info/research. I still cannot load any saves at all from my current character, including one made during the Helgen escape scene. I can load a save file that I made just before entering the character creation ("Who are you") screen. I can load a "test" save file that I made a long while ago saved with no mods loaded in it at all, with all my mods active, saved right after exiting Helgen. I cannot load a save made inside Helgen, after going through the character creation screen, that was saved with only the USSEP and Cities Of The North - Dawnstar mods loaded, even when I load only the official DLC, the USSEP, and COTN - Dawnstar again with no other mods. I was able to load this save just fine before the problem started happening, even with COTN Dawnstar deactivated for testing purposes. I have tried reverting my Skyrim.ini to default settings. I have tried reinstalling SKSE and every SKSE script/fix out there. I have tried verifying my game files through Steam. FallrimTools Resaver did not help either. A previous thread where someone was having this issue suggested loading a working save and then loading your real save, but this did not work for me. Later in that thread it was suggested to delete skee64.dll but I don't have a skee64.dll. It was also suggestd to roll back to an earlier version of XP32 Maximum Skeleton, but I'm not using that either.
  4. Hi! Wannabe-gardener/zookeeper here. First let me get the simple part out of the way: Shuttlebug eggs. They're in the game's data, they already have their own unique graphic, they don't spawn anywhere. Why not?!! Can someone make it so that Shuttlebug eggs have a chance to spawn anywhere that Shuttlebugs will spawn? I want Shuttlebugs in my aquariums! Second: PLAAAANTS. Yes, I know about the Decorations Mod but that one makes the not-existing-in-vanilla seeds craftable with a fabricator and I want to go out and harvest them from the plants they would grow from, the same as the seeds that already exist. It'd also be super cool if all seeds were small-sized (yes, I know there's a mod that makes all ITEMS 1x1, but I only want it for seeds, and maybe even only most seeds at that), so planters and Alien Containment could be more lush looking with more plants in them... If these sound like simple projects, relatively speaking, I might try them as a 'my first Subnautica mod' idea, but I have zero frame of reference, never having modded this game before. Another thing I'd really like, but which seems like it might be harder, regarding plantable flora: Would it be possible to have planted flora in growbeds/planters/Alien Containment be rotated into random angles, so as to make growbeds containing multiples of the same plant look a bit less uniform and artificial, and for the flora objects that have multiple possible models when found in their original locations (example: Acid mushrooms, with at least three different sizes/shapes) appear with the models randomized?
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