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BloodyStigmata

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  1. Maybe an optional file without spouse support, because Apocrypha doesn't seem like a great place to raise a family, lol Serious answers 1. Maybe some flying serpentine dragons patrolling the skies around the house -- periodically landing on towers and what not. Sounds cool, dunno if it's practical. 2. A shrine to Hermeus Mora? 3. Displays for artifacts and uniques and what not in the trophy room, along with things like the paragons, dragon claws, ect 4. Maybe make the Black Book a large apocrypha dungeon with a boss fight in order to claim the house as a prize.
  2. After you've merged your mods, open them up in the CK and take some notes on which items/things you need to test -- write down any form ID's you need to. When you're dealing with leveled lists, make sure you know what items are being distributed to what lists, where those lists are being distributed and what levels various NPCs/items are appearing. Again, keep note of form ID's. Also make sure you rebuild your bashed patch any time you make changes.
  3. My pizza's usually always need mushrooms, pepperoni & black olives -- bacon if I want to be extra.
  4. I spent more time on it than I care to admit, so now you can tell me how much you hate it. Watcha think?
  5. I'm currently using Zebsirious - Tamrielic Races of Skyrim and the mod is fairly solid, but it lacks compatible textures for certain races. Currently it has CBBE compatible textures for Snow Elves, Maormer & Dwemer but it does not have any for the Kothringi or the Lilmothiit. The current Kothringi textures are also fairly dated for both genders. I was wondering if anyone who had the know-how and was willing could make some compatible textures for the two races? I was thinking of a sort of metallic silvery skin for the Kothringi in particular, but both races just need compatibility textures.
  6. Yeah it was the plugin. The ArmorAddon only had the body ticked. Figures it would be something simple. Thank you!
  7. You need to download the version of Amorous Adventures that requires Flower Girls. Aside from appropriate bodies, that's all you need. I can't remember if you need to install FNIS and run the patcher or not, but nine times out of ten I do whenever I'm installing any animation mod.
  8. I converted the Misfit Mage outfit from Oldrim for personal use, but I'm having issues with the corset. For some reason when I equip it in game, I get a wrist gap and my shins disappear. Here's the pics so you can see for yourself. NSFW warning: https://imgur.com/a/lLdjs This is the only piece I'm having issues with. I didn't touch the body at all when conforming it to shape, so I dunno what the issue is.
  9. WARNING: Lots of text. So RDO for SSE works just fine and all, but there's an issue that, more than anything, I'm trying to understand. You see, when I played it on Oldrim, there were several companions added to the game that you could recruit which had some of the newly supported voice types. They appeared in the game like normal and everything was dandy. Now, I've been playing with RDO for SSE for a few months now and have just now finally noticed that they weren't appearing in my game at all. Confused, I opened up the CK and looked through the mod to discover that all of them were indeed still there, and that all of them were placed directly in The Winking Skeever. After discovering this, my first thought was that the reason I wasn't seeing them was because, somehow, their AI data had them wandering out from their initial placement towards where they do their daily routines, perhaps getting lost in Skyrim along the way -- that is until I stopped to consider that one of those companions was supposed to be living in Solitude, and I had never once seen them in all the time I've played Special Edition. Just to be sure, I started a new game, choosing to start at The Winking Skeever itself. Just as I suspected, they weren't there, and they weren't on their way out of the city. My question is -- how the hell can they be placed in the game, but phase out of existence once you turn the game on? According to the CK, they are placed in the Winking Skeever, they each have their AI packages working, and nothing else in the mod is using their info or disabling them. It's not a big deal -- I can just delete their placements in the Winking Skeever and place them where their AI packages say they should go, and they work just fine after that, but that's not point here. I want to understand how this works for future reference. I opened up the patches that came with it in TESVEdit and couldn't see anything referencing those companions so I don't think they're at fault. But I need a second, expert opinion.
  10. So, hear me out. I'm a Power Rangers/sentai fan. Yeah, I'm a geek. The show is really bad, I know, but they're cheesy fun and I have a lot of childhood memories with that show. Plus, giant transforming robots will always be cool. Anywho, I looked on the Fallout 4 nexus and noticed there was a surprising lack of sentai mods. That's something I figured would have been done to death already, but not for this game apparently. So I thought might see what it would take to try and implement something myself, but golly, that's way beyond me. So instead I thought I'd take shot in the dark and see if anyone would want to tackle some sort of sentai/power rangers mod, and while I was thinking of what to ask for I came up with this idea; Magna Defender Power Armor & Weapon. http://www.followingthenerd.com/site/wp-content/uploads/Magna_Defender1.jpg http://vignette2.wikia.nocookie.net/galaxyofchaos/images/8/83/Prlg-rg-magna_defender2.jpg/revision/latest?cb=20130729144241 https://vignette.wikia.nocookie.net/powerrangers/images/c/c3/Lost-galaxy-magna-defender.png/revision/latest?cb=20140312093141 Anyone remember this guy? He was from the Lost Galaxy season, the dark knight-esque character that had the sword that could transform into the blaster. He's one of my favorite rangers. Anyway, this idea came to me because A) You can never have too many badass Power Armor mods B) Magna Defender is one of the few rangers who actually has a full suit of body armor. C) Also dat cape. I don't know if there's a mod on the nexus that adds a cape with working physics to power armor, but it could be fun trying to figure it out. D) Creating a melee weapon that can somehow turn into a blaster I think would be an idea we can all get behind. Also, I was wondering if you think this even possible, but would it be doable to add a feature to the armor where when you wear it, it replaces the battle music with the Magna Defender theme song? This is an idea I've had for other kinds of mods before, but wanted professional opinion on.
  11. http://www.nexusmods.com/skyrim/mods/74094/? http://www.nexusmods.com/skyrim/mods/31279/? Thanks. I'll probably just port them over myself. EDIT: DIdn't see it was already on Special Edition.
  12. Sometimes you just need to punish yourself for your stupidity. You accidentally sold Wuuthrad? Seppuku. You opened a container that clearly said "empty?" Seppuku. You ate the Jarrin Root when Astrid specifically told you not to? Seppu... well, there's probably no need at that point.
  13. I need a mod that allows enemies to follow you through loading doors, the same way enemies did in Oblivion. If you can find it for special edition, that'd be great.
  14. I haven't been able to find many topics about this particular issue that mention any workarounds, so I'm asking myself. I was going to start editing the faces of vanilla companions in the CK, but I'm having an issue with lip color. Simply put, it's the only thing that doesn't stick when exporting the NPC's facegen data. Whether I created the faces in Skyrim itself using the race menu and imported them into the CK or created a new NPC from scratch it's the only thing the doesn't stick. I believe this is a known issue with the CK but I haven't seen any fixes for it. What do? Special Edition CK doesn't have this issue at all.
  15. Yeah scripting isn't my cup of tea. But the good news is I figured out an easier way. I just extracted the mesh from the BSA and used it to create an armor instead. That was whole helluva lot simpler than what I was trying to do.
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