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noraimironhand

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  1. Well good news and bad news. Creation kit will not use face textures in bc5 compression for face gens anymore. The good news is you can use elrich to compress your face textures to bc7. I did this and my brown face(s) disappeared. As for the eye's, Bethesda messed with the skeletons. The eyes are in the back of the head. DefaultBodyPartData doesn't recognize several node names including Spine1. However you can highlight the eyes in preview and there they are 180' from where they should be. No body or head mesh has been added or the skeleton(s) they are all from Bethesda's BA2's. No vanilla textures for the eye's have been added or removed also Bethesda BA2. I even installed Eyes of beauty then uninstalled it because no change. I had no problem until after the update.
  2. Having the same problem after steam updated my game. But my faces are missing their eyes also! Even when opening creation kit with just fallout4.esm with no overrides, no eyes! Brown face usually results from changes to the npc's face in creation kit and not creating a new face gen data with Ctrl+F4 for it. So all I can think of is that they did something to the face gen data. I'm going to try an experiment and re-create all of the face gen data and see if that works. WTF Bethesda!
  3. This problem is associated with AMD Radeon video cards. The RX xxx cards are affected as well as some older cards. AMD is aware of the problem and to date have no intention of fixing it (the RX series is being replaced). The most I have been able to get from them is that it is caused by Directx optimizations that Bethesda chose to use that are incompatible with the cards memory Architecture. So if any of you uber-hackers want to try to fix it. I recommend that you do an online search for AMD Rainbow. Hopefully someone with experience in this area can make a patch for the card as the game engine probably can't be altered without serious blow-back. I personally am tired of having this random glitch forcing me to quit then reload the game. I have done the extract all bsa files fix and it extends the amount of time between glitches.
  4. When are you going to post this in the mod section? I'd really like to endorse your work! I know you don't think its complete yet but I think the rest of nexus needs to see what your doing. Please consider it?
  5. Your getting into the DX problem. Only the $$$$$ programs can edit the new DX12 format. Gimp is working on it but they say it’s going to be awhile before they are compatible. The work around is to use the old Skyrim textures (either HD or vanilla). So if its vanilla just use the original skyrim texture. If it’s somebody else’s texture, just download the vanilla skyrim mod and use that texture. Remember to give credit if you use someone else’s texture!
  6. Check in utilities, there’s a script for SSEEdit to fix this problem. http://www.nexusmods.com/skyrimspecialedition/mods/5221/?
  7. You need to contact each of the mod authors that modified vampires and ask them to include facegens for the actors they changed. In the meantime you can open each of the mods in Creation Kit (make sure that the mod is active), then highlight each actor that has a “*” in their use description. Press Ctrl+F4. You will get a message confirming that the facegens have been created. Save and play. No more black face. This is a temp fix for you only, however you should comment or contact the mod authors and ask them to add the new facegens to their mods, to fix the problem for everyone.
  8. If the files are already on your hard drive then you can add them manually. On the 1gig file, if mod manager can’t download it, try doing it manually from the page. Then just add it to mod manager manually. The mods you already downloaded with mod manager will be at: C:\Games\Nexus Mod Manager\SkyrimSE\Mods Remember to have manager find missing info if you add a mod from a download.
  9. An irritating problem: I have a mod that has a problem that I haven’t been able to pin down and need some help with. The mod causes a ctd under a very specific condition. If you start a new game; Just before you discover the stables at whiterun the game ctd’s. However, if you add my mod after you have discovered the stables it works perfectly. Nothing in the (stables) cell is changed and SSEdit shows no conflicts and a clean mod. Any Ideas as to what’s going on?
  10. Are you using a saved game to load before entering the keep or a new game? If you’re using a saved game then you may have the saved game script bug. Saved games keep your scripts (and other crap) so just disabling or removing a mod will not stop the script if you’re using a saved game with a bad mod saved in it. Try starting a new game with no mods. Then create a base saved game before adding any mods after helgen. I usually play through to after I receive the go to whiterun quest. Then I make a base saved game before I exit the house. Then I add my mods and create my first modded save before exiting. This way I can always go back to a clean save.
  11. This is how to run your creationkit at high priority from your desktop shortcut. This assumes that you have a default installation and have created a shortcut to your creationkit.exe file. 1. open your shortcut properties. 2. replace the information in "Target" with: C:\Windows\System32\cmd.exe /c start "CreationKit" /high "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\CreationKit.exe" 3. Apply your settings. That's it. Now when you use your shortcut creationKit will run at high priority on your cpu. Note: This fix is for windows 10 but should work with everything back to vista. This fix will get rid of lag from your cpu but will only help marginally for gpu and other video card issues. Sorry but to fix that you will most probably have to upgrade your cards. Witch sucks if you happen to be on a fixed income.
  12. The weapon rack uses a script function to place the weapon using its Keyword name. For example a battle axe has the keyword, "WeapTypeBattleaxe" for its keyword property in your weapons property tab. From the script: ;Keyword for types of weapons Keyword Property WeaponTypeBattleAxe Auto (This would be set as WeapTypeBattleaxe) Keyword Property WeaponTypeBow Auto Keyword Property WeaponTypeDagger Auto Keyword Property WeaponTypeGreatSword Auto Keyword Property WeaponTypeMace Auto Keyword Property WeaponTypeStaff Auto Keyword Property WeaponTypeSword Auto Keyword Property WeaponTypeWarAxe Auto Keyword Property WeaponTypeWarhammer Auto Keyword Property ArmorShield Auto And would be used to validate.... ;Where to place the specific weapon types on the rack, so they look correct ObjectReference Property GreatSwordMarker Auto Hidden ObjectReference Property WarhammerMarker Auto Hidden ObjectReference Property BattleaxeMarker Auto Hidden (This say's where and what orientation to use.) ObjectReference Property BowMarker Auto Hidden ObjectReference Property SwordMarker Auto Hidden ObjectReference Property MaceMarker Auto Hidden ObjectReference Property WaraxeMarker Auto Hidden ObjectReference Property StaffMarker Auto Hidden ObjectReference Property ShieldMarker Auto Hidden ObjectReference Property TriggerMarker Auto Hidden So you see it's all in your weapons alignment and keyword for the script to work right. Check to make sure you are using the right keyword. If you are then you need to re-align your model because the script is based off the default orientation of Bethesda's models.
  13. First in your inventory could be because your nif's BSInvMarker is set wrong. This is the normal setting for a 2handed Axe: Rotation X 4712 Rotation Y 0 Rotation Z 785 Zoom 1.1365 If you're using this setting then; It could be because your model is miss-oriented so it can't be attached properly to the hand. If you're using Blender, try importing a similar weapon and align yours to it. That should fix it.
  14. :ohmy: Japan Lodge has disappeared and berti too?
  15. This is an idea for a new bed frame and mattress. The mattress has a pillow (uses a seperat dds) and the frames come in new and ruined conditions. New Mattress and Bed I've also completed a new nif for my booth project, that allows Malo's aquarium to fit seamlessly in a wall section. Malos tank blank This is the three colors for the mattress I've got so far. Brown Blue Grey Mattress set
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