Jump to content

21crescendo

Supporter
  • Posts

    74
  • Joined

  • Last visited

Nexus Mods Profile

About 21crescendo

Profile Fields

  • Country
    None

21crescendo's Achievements

Enthusiast

Enthusiast (6/14)

  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter
  • First Post

Recent Badges

0

Reputation

  1. Ehh, I'm having blast. Personally, I've always wanted something like this for the game. The author did a great job by adding variance, heft and flair to each swing, cut & jab. I play a spellsword too, paired with the first person casting animations and they work great together. Animation count would depend squarely on your setup tbh but shouldn't be too bad.
  2. In patch 1.3, Warhorse seems to have gone slightly against the wish of the Goddess of Immersion. For some odd reason, they have decided to cut the animation that plays when you put your sword back into your sheathe. This to me, and many others I'm sure is quite immersion-breaking and would be great if some intrepid soul restores it. Here's an example of the above issue in action.
  3. Seems to be working fine at the moment. No CTDs, just got mowed down a lot by raiders/gunners/rust devils a lot due to sprinting like an idiot. Changing task priorities has to be done each time I launch FO4 right?
  4. I've been having intermittent CTDs pretty much every time when my character has to sprint through 'dense' areas like the Financial District or some parts of the Eastern coast line during random NPC fights and engagements. My rig is fine tbh (i7 4790k, GTX 1060 6GB, 16 GB ram) and can output 60 FPS average despite a heavily modded, but clean setup. Going to try this right now and report back.
  5. Hi there, Simple request to simply change all instances of Vanilla Nuka World's Handmade Rifles to ngabber's AKM. That means all HMARs carried by enemies, sold by merchants and found in locations across the Commonwealth should use the AKM's 3d model, animations and sounds instead. Should be straightforward enough for someone who's proficient with xEdit, currently racking my brain trying to come up with an xEdit patch so I could get rid of that eyesore.
  6. So, this is a private mod, in which I'm using assets from 2 different mod authors. The original NIF is of a CAR 15 rifle reflex sight which I've converted into a Trijicon ACOG sight using the RU556. It's not the copying and/or pasting of blocks that I need help with, nor is it placing the right materials path. The sights, the mildot and the red dot et al are aligned properly and work well in game. The problem arises when I place the backup iron sights from the RU556 on top of the rear stock of the rifle (they don't serve a purpose with the ACOG, just aesthetics). The save game in which I'm using the modded rifle with the custom attachment crashes. I've troubleshooted it down to the fact that the problem most definitely has to do with the backup iron sights and sights holder blocks. The materials path in both(1 , 2 ) blocks is correct (I've double checked); what seems to vary though from the original RU556 is the BSTriShape 'name value'. I've tried using blank fields, I've tried using name values from the original RU556 nif, I've tried setting some custom names, but they don't work. I've also loaded up the custom NIF on BodySlide just to check if it works but quite rightly, the application crashes as does the game itself. What am I doing wrong? Can anyone help me out?
  7. So I am transitioning to a full Mod Organizer setup and know the basics and some needed tweaks. My current issue looks a little bit like this: Carlotta Valentia Before running Texture Blender Carlotta Valentia After running Texture Blender Saadia Before and After As you can see, ALL female NPCs in my game, except Nords, have a discoloured, black face. When a light source is pointed directly at their face, the texture responds to it, yes, but I dunno if this is the right word, but it's as if it's "flipped". I was able to pinpoint the problem to my Texture Blender - Output folder, removing it makes the issue go away, but then I end up with neck-seams. It looks as though, the issue crops up when I'm blending the normal maps of the head textures of different races. Shown here As is the protocol, I searched online but couldn't find out anyone who has had this issue. PS: The issue is not load order or INI related as far as I can tell. I'm 90% sure of it.
  8. Hey thanks for analysing my load order and helping me troubleshoot. If you'd like to know, I have solved the problem. It was FNIS PCEA2, well turns out that I had an older version of the the FNIS core module that was interfering with PCEA2. A clean install and update of both modules solved the issue. And I'd like you to know that I'm actually using an older version of Immersive Armors because I couldn't really be bothered to download the latest one that had the Dragonbone Ebonsteel Armor. Now I don't want to mess anything up, I'm way deep into my current playthrough and really don't want to start all over again. As the great T3nd0 says - A clean save is but a myth.
  9. Well, this just started happening. Open the link to see https://i.imgflip.com/vrd7i.gif Melee enemies, when they execute a power attack, they just sort of stay in the same position (while the running power attack animation plays out). NEVER had this problem before. I've ran several modded configurations since 2012, I have also read/seen pretty much all relevant sources of information for modding Skyrim that are out there. LOOT tells me everything's fine. I'm running a lot of mods in what I'm proud to say, my most stable build of ALL time (Zero mod/script related crashes this year) Please help me figure this out! Load order here: 2015 Mod List[1]
  10. An year late, but SOOO agree! They are way too oversized and look goofy.
  11. Happy 2015 everyone! It's been more than 3 years since Bethesda launched Skyrim and boy what hasn't the modding community accomplished: Gargantuan bug fixes, scripting utilities, physics extensions, high fidelity texture overhauls, gameplay enhancements etc., you name it. I am honestly astounded by the amount of work that has gone into making these mods and owe a ton of gratitude to the Nexus for hosting and maintaining perhaps the best repository of mods ever made for a game. Graphics and Textures are beyond the level of fidelity I'd initially hoped for. Look at any number of the ENB pre-sets hosted here that validify this statement. 2k, 4k custom textures and high-quality 3D custom meshes are here for your pleasure. Thousands of hours have gone into making Skyrim at par with many "next-gen" titles on the market, and I'd like to thank the modding community for that. You guys have made Skryim into a very, very pretty game. That being said, I'd like to point out ONE major area where modding for Skyrim is still pretty raw. Seasoned modders would have an idea about what I'm referring to So let's get started... ANIMATION - We've all seen and used some great animation mods over these years. Some animation replacers hosted on the Nexus are sometimes better than professional AAA quality. I mean that. Just have a look at the number of animation mods on the site, and you'll see. Some examples being - "360 Walk and Run", "Belt Fastened Quivers Animation", "Female Facial Animation", "Fores New Idles", "Immersive Animations", "XP32 Max Skeleton" etc. Though, I acknowledge the effort each individual modder has put in their respective works, yet as a whole - Animation in Skyrim Modding is the next big thing to conquer. Bethesda managed to packgage Skyrim as it was on 11.11.11 to a tolerable degree. But they royally screwed up what Animation should stand to represent. Just have a look at Rockstar Games' - GTA series, Red Dead Redemption, etc., their physics engine and animation is thousands of miles beyond Bethesda's animations. I'm not talking about implementing the EUPHORIA engine in Skyrim (Although, that would be pretty sweet). And I'm also not saying that we should set up our own Motion Capture Studio. I'm just saying that there's a LOT of room to work on here. So, to point out specifics, here's a list - 1.(a) - Walk, Run, Sprint, Jog and any other NON COMBAT movement animations - Vanilla ones are clunky, blocky and (insert appropriate adjective here)... Modders did release many mods that attempt to fix these, but the entire animation framework needs changes; to a more varied, yet realistic set of gender-specific movements. 2.(a) - Combat Animations - Draw, Sheathe, Attack, Holster etc., - Dark Souls series got these right. Each weapon class, such as broadswords, greatswords and longswords have unique animation sets that really depict how a warrior would actually swing these types of weapons. In Skyrim, you're just a drunk Gorilla swinging stuff. The bow animations are better, but don't even get me started on the Running with Bow movement set. (Yes, I'm aware there's a mod for that, but I'm trying to make a larger point here) 3. (a) - Interacting with objects (pressing E in front if 'interactable things') - In Skyrim you tend to open containers, doors, etc through the power of your mind. There are stock animations within these actions to begin with (they exist as separate idles - lockpicking animation being an example) There was a mod that implements the existing animation so that it lets your character bend whilst lockpicking, and I'd like to see more of that. 4. (a) - Magic - Animations used here were pretty good, but modders made them better. What I'd like to see is at low levels you wield magic as only a novice would, so any of the 'Immersive" animation mods used for magic should suffice here. While at higher levels, your character should wield magic with a high degree of grace and finesse. (Yes, there's a mod for that specifically but it should kick in only at higher levels) Yes, this may seem like a rant but I assure you that, that is not what I'm trying to do here. This should serve as a simple reminder of what can be worked on. Thanks and Kudos!
  12. Some people think they are born entitled! I say that looking back at the horrible rants some of the members have been posting on this thread. And the best part? - The biggest ranters are the free users! I mean, seriously?? You are getting this great website, free-to-use and download your favorite mods, engage with the community on topics ranging from scripting to the questionable fact if Ulfric wears a tight thong up his jammies - and still you whine and b&@*$ and moan about how the admins and site runners have screwed you and done you wrong??! Each and every service has hiccups on occasion. Do you constantly write angry emails to your ISP if your internet is down for a minute or two?? Do you not realize that the people who run this website have LIVES?? As it is they work tirelessly to improve stability and service, and they do it - out of no obligation or compulsion but out of love for modding and the community and Skyrim of course! So please, learn to be patient and grateful! Oh, and happy new year and holidays to my fellow users and site admins!
  13. Add me on PSN "DudeWitGoldenGun" for The Last of Us Multiplayer!
  14. hy happy belated birthday :)
×
×
  • Create New...