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Gerheardt

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  1. If you can't make it work by yourself with the help provided in here, let me know and i'll fix this small issue for you and will let you know what was wrong.
  2. I'm always willing to help for a project, but sadly it's not in the parts of modding i have knowledge in. This is mostly a support/bump message :)
  3. I'll delete the tweak in few minutes, thanks for letting me know. Uhm, no, i don't think you could do anything to help me in any way. I don't do that for a reward, i just tend to help someone when i pass by the forums to ask myself for help. I was helped somehow and you are the one who answered to my offer, so everything's fine now. If you need help for something else, just contact me with a private message, i'll see if i can help. Either for fun or for the challenge, lol. See ya! ;)
  4. Ok! I've done it and tested it. It works. What you'll have to do is to go on the page of one of my mods: https://www.nexusmods.com/skyrim/mods/73456 . You will then have to click on the tab "Files" and search for the miscellaneous file section. You see the file named "Do not download"? That's what you need to download. When you'll have the .zip file "in hand", extract its content. Be sure to place the content at the right place. You need to have "000cbf5c.dds" and "00002f9a.dds" placed in: Skyrim installation folder/Data/Textures/actors/character/FaceGenData/Facetint/0Kaidan.esp/ Those 2 textures are "replacing" the ones who contained the tattoo. I tried in game before and after placing the folders and files and it perfectly works. Be sure to keep the 2 .dds files in safety, because they're in no way "absorbed" by the mod itself and you will lose the tweak if you don't keep them somewhere else too. I mean if you reinstall the game and have deleted your entire game and mods. The way it works: The game tries to load non archived files first, and when it can't find what it needs, he then go to find it into the archived files (.bsa files). By placing these2 textures where i told you, it becomes the first place where the game will look to find the textures, and it will ignore the archived ones, which still contains the tattoo. I could have archived the new textures, but the .bsa file for this mod is way too large. It's easier my way. Don't forget to tell me when it will be downloaded so i can delete it. Thanks!
  5. Since you answered back, i'm now (slowly) downloading it. I'll write back here with a solution and/or a "fixed" file for you. I never had to work with tatoos or war paints, but i'm pretty sure i'll find a way to remove it. "Stay tuned" as they say.
  6. I think i finally been able to clean the mess! This program was able to tell me so many things were wrong, but in fact the mod worked fine so... I finally used my brain a little, tried some stuff and it all worked. Only the misspells in the mod's parts names remains. I kinda know why i can't rename them without bugging the hell out of it, but to fix it it would require so much work, i better tolerate this and actually contend myself with the fact that there is no loose files. Yay!
  7. Not sure it will work, but i'll definitively take a look and try it, thanks. Otherwise, i just realized that only "MartianRace - Replacer" currently has a bsa, the other ones are only esp. Well, i'll take a look right now with that program or i'll try "trial and error" or will try to open these parts of mod in TESVEdit and try to see if i can see what i need by there. I guess so, but the process will be soooooo long.
  8. Hi everyone! Since many years, i have a race mod (that is not available anymore), that consists in many .esp, .bsa and loose files. With time, i installed so many mods it hurts. I want to clean this defunct mod to keep a clean version without any loose files, just .esp and .bsa . Let's pretend it's called MartianRace and it's a race mod that lets you become a Martian, some kind of humanoid with almond shaped eyes. I now have a fresh new install of Skyrim without any mod, excepted for MartianRace, and the few that are required for it to work. Those "required ones" are clean and easy to move/delete. They all hang in an .esp and .bsa each. They're RaceMenu, RaceMenuPlugin and RaceCompatibility. I also installed MartianRace as i already had it kinda separated from the other mods i had before. MartianMod is copied from a USB flash drive since years and ran perfectly each time it was used in new installs. I then know all that is required is there, but i'm also suspecting remnants of other mods through the loose files. My goal is to know, in the loose files that i have that looks related to MartianRace, which ones really are and which ones aren't. When such task would be done, i would also need to know in which .bsa the loose files belongs to, so i could redo decently the .bsa files to contain their related loose files. I mean by that that there are many parts to MartianRace: -MartianRace.esp, that adds the essentials of the mod. -MartianRace-Armorpack.esp that adds adapted and fully working vanilla game armors to NPCs or Player Martians -MartianRace-Armorpack2.esp that adds adapted and fully working vanilla game armors to NPCs or Player Martians, probably related to an unspecified DLC -MartianRace-MoreStuff.esp that adds adapted and fully working vanilla game armors and probably clothing to NPC or Player Martians, not sure if related to a DLC -MartianRace-ReplacerNPC.esp that changes some vanilla game NPCs in Martians -MartianRace-ReplacerNPCDragonborn.esp that changes some vanilla game NPC's on Solstheim to Martians -MartianRace-Followers.esp that adds new NPCs that are potential followers to the game -MartianRace-Ennemies.esp that changes some type of ennemies ingame such as bandits into Martians How can i know if a loose file is needed by this mod and to which part of it? Can i also rename some of the .esp without breaking it (There are numerous misspells and oddities in their names that gets on my nerves) ? If it matters, every loose file is either in meshes or textures folders. No script or else, just meshes and textures. Thank you in advance!
  9. As i know, children actually can use the woodchopping block, smelter and else, unless it's because of the mod i use, but i doubt. They even have voices pre-recorded in game in case they would actually have to attack you or to be attacked/die. I doubt they did all that while cutting in the AI packages possibilities. Sadly, they always use sandbox ones in my own mods, so i can't tell much about follow packages. I once tried with a dog but it never worked and did the exact same thing as you described. We probably just don't get too well how such package works.
  10. It's in my abilities. I specialize in player homes, even new/modified towns. I guess i can help. I'm just worrying about "spouse support". I don't know what you mean by that, but my homes are usually working with Hearthfire Multiple Adoption Mod, which allows spouse and/or children to live in a custom player home. Just send me a private message and i'll see what i can do for you!
  11. @agerweb If i want to use TESVEdit, i'll know how, thanks. Since i'm used to the CK for that, i'll stick to that. @NexBeth So the key was really DELETE. Odd... but i have to admit that even back then, sometimes i had no Navmesh coming back while other parts were doing so. Maybe the last time i used it, it just happened that nothing had to come back. I'll try with this mod i'm currently working on then. I was about to need to do that part anyway. Thank you!
  12. I wish i could help. It means i could be able to help myself with similar stuff! I read entirely, in case i could help with what i know, sadly i can't help you, but i guess it's better to know people are reading and cared and wanted to help than having no or very few answers.
  13. I once posted a question in here, many years ago, to which i had an excellent and detailed answer. The question was "Why do my NPC in my custom town acts weird while my navmesh is made and looks fine". The answer was that i deleted parts of the navmesh, and the game still saw the deleted parts and tried to make it work with the corrected parts. To fix it, i had to open the File Details before opening a file in the CK. In that menu, i had to find all NAVM that were marked as deleted. I then had to select them and use a KEY to make them appear again in the CK. Then, i had to select in the CK the deleted navmesh parts that reappeared, move them as low as possible, then finalize and save. It worked splendid for so many years. Sadly, i had a year or more without modding, and since then, i don't recall the KEY i had to use to make the deleted Navmesh parts appear in the CK. I thought it was DELETE, it sets an ignore flag. In the CK, it doesn't seems to do what it used to, so i suspect it was actually another key. Could someone tell me which KEY it may be? Thank you very much! I tried to find my old topic or the member who helped me the last time, without any success. :(
  14. Reminds me an issue i had. Are you running it on a newly prepared computer or an a computer that is identical since a lot of time? I recall, when i passed from my old PC in Win XP and this one in 7, i had similar messages from time to time or the CK was just shutting down. After many researches and tried many things, i updated .net framwork and/or C++ and it actually fixed the issue. If you are both running unchanged PC and the issue just started, it's probably not that, though.
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