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ghastley

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  1. I have seen a number of ads that overlay the entire background image, and the "pub728x90" div with an iframe that exceeds the box it was loaded into. Since these sit on top of the reporting link, they're also defeating your attempts to police them. Is there another way to report these?
  2. I'd be the first to agree about the brow ridges. Mine were really a proof of concept to check if the mechanisms worked for the various races, so I wanted a strong contrast, to see it was working! And please release something soon, so I can check mod compatibility with mine. I just downloaded Hearthfires Multiple Adoptions to confirm it would enable adoption at my Stronghold (it did!), and I'd like to do the same for this one.
  3. I found this after starting work on my own version of the same thing. Mine was prompted mostly by wanting Orsimer children to go with a BYO Stronghold - the main mod I was working on. It's prompted me to separate the kid from the house-building part, so that it can be left out if yours is installed. http://ghastley.org/skyrim/images/uziatlakeview.jpg The outfit she's wearing is a hybrid of the Prison Rags and one of the hide armors, and the shoes are one of the standard adult meshes, I forget which. If it's useful to you, just ask. My house mod is still struggling along - I have to create partial meshes for the longhouse and fix a bunch of issues around enabling and disabling at room start/completion - so yours will probably be released first. And add my vote to keeping the kids invincible and running away. Orc kids should only fight other Orc kids, not adults. So if you can create a brawl between kids (check the one between Companions in Jorvaskr for a model) then that would be OK, but keep them sane, or they won't grow up!
  4. And it's most likely the latter. You'd need notification that an enemy is about to be killed by the hit that's just been started. All that's actually available is that a character has just died, which is one hit too late. Oblivion's doing things in a slightly different order than Skyrim, and letting the characters attack before deciding whether they hit, and whether it will be a kill. That's not discounting the majority opinion that killcams are a bad idea.
  5. I've come across a version of the chainmail armor where the male version was reshaped to fit the female, but I can't remember the name. A title search using "chainmail" didn't find it.
  6. What would you use to rotate the character, if you remove that function from the mouse? WASD keys do not face the character in the direction of movement. Conversely, if the WASD keys were changed to turn the character, what mechanism would you substitute for side-stepping, or backing up?
  7. I'm noticing that the "last comment" date on my mods is not up-to-date, so I'm not noticing feedback promptly.
  8. Note that this would probably require new left-hand animations, as the shield ones (which I think are also used for a torch) have a "wrapped around handle" grip that won't fit a book. I'm fairly sure that left-arm animations can be provided, as there are casts for each hand, but it's possible the "left" ones are really "both", which could be a deal-breaker.
  9. The command takes the BaseID, not a RefID, but the one you have is the BaseID, so it will work!
  10. You can wear as many helmets (or any other piece of wearable equipment) at once as you like, if they are set in the CS to use different equipment slots. E.g. you may have one helmet using the Hair slot, and another using Tail. They can both be worn at once. However, it doesn't provide any additional functionality, as you can superimpose them in a modeling tool and then put the result in a single slot.
  11. What view distance do you mean? There are separate view distances for different types of objects, and in many cases there's a threshold for switching to a lowered level of detail for that object. If you mean the landscape, it's likely that you're just missing the low-res mesh for displaying it. There's a tool in the CS for generating it, and a few third-party ones, too. It will also need a texture, that gets generated at the same time by the CS (if I'm remembering right). Again, external tools can do that. Trees, buildings, actors, all have settings in the ini for where they disappear, and some of those also can have low-res substitutes, which won;t show if they';re missing. :tongue: There's also a quirk that only allows mods at a certain load order from showing LOD mesh, and there's a way around that. You may have to search a bit for that.
  12. No, go download my mod. Just don't expect to see Gemellus Axius there, I needed the bed for companion use.
  13. It appears inconsistent, too. I was able to add tags to one of my mods, but not others. Can't see any pattern to it. :wallbash: Except for one thing, if the number of tags disagrees with the what's shown (and that always seems to be one orange tag on new textures?) then it fails. If the number matches, you may see green tags and it will work. Still no pattern to whether opening it up gives either result. However, I discovered that if I click on the tag icon to retry, it often works on the second attempt. All of mine became accessible eventually.
  14. That sort of dialog problem is usually because the box size is fixed, but the font size can be externally varied. You may have to reduce the font size (in windows) before you start up the CK.
  15. I don't understand what you're asking for beyond the Vanity view capability in the base game. Press and old the view toggle control (any platform) instead of just clicking it.
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