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mjharper

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  1. Okay, thanks. Before reading your answer, I tried a workaround that I was fairly happy with, duplicating the USKP esp, correcting everything which conflicted with my mod, and manually deleting everything which didn't. It means it isn't integrated with my mod as such, and that there is another esp to load--but at least all the information is present and correct, and I'm pretty certain I haven't broken anything.
  2. I'm trying to integrate the USKP fixes into my Khajiit Speak - Complete Dialogue Overhaul mod. I'm only adding corrections to the Dialog Topic records. I'm editing with TES5Edit, and most of it is straight forward, but a few records, such as 0003AA78, have additional script fragments referenced in the USKP. I can't find how to add those to my esp using TES5Edit. Also, when I open up USKP in the CK and check the same record, I see this warning in the Papyrus box: ;WARNING: Unable to load fragment source from function Fragment_1 in script TIF__0003AA78;Source NOT loaded Is this normal?How important are these fragment additions to the USKP?Would it matter if I left them out?Is there a way to add them in TES5Edit? If they are important but there's no simple way to add them, then I could just remove the edits from my mod so that it doesn't overwrite the USKP. Since all my mod alters is dialogue, it won't be a disaster, but I'd be grateful for advice from someone in the know :) Matt
  3. I'm having a really weird fps drop where I can't turn, but I can move left to right, and forward and backward. Just rotating is impossible. The drop is extreme, from completely fluid, to about 0.5 fps or lower. Loading an earlier save which did not have the problem doesn't help, as the old save now has the problem as well. And this is in a new install, after about two hours of play. Any advice would be greatly appreciated.
  4. I see... With 8000+ lines of dialogue, that's a tonne of work. Sounds like it would be less work than checking for race on each line, but still...
  5. My Khajiit Speak mod changes almost every line of dialogue in the game, but it only makes sense for it to be active when you're playing as a Khajiit. So a popular request is to make it race aware (very difficult, AFAIK) or, more recently, to provide an on/off toggle in MCM. I have no experience with MCM (other than as a user, obviously), and would be really grateful if someone could tell me whether that's even possible, and perhaps how I could do that. The problem is complicated by the fact that my mod has plug-ins for over a dozen other mods. Currently my installer detects whether the player has those mods active and then installs the appropriate plug-ins. But it means than an MCM toggle would need to affect all the esps associated with my mod. Any help very much appreciated! Matt
  6. Having exactly the same problem. The really weird thing is that the alternative 1st person female texture info shows up in TES5edit, apparently correctly. But the field is blank in the CK. I will confirm that just deleting the whole Female 1st Person model solved the problem--but there's got to be a better solution than that, hasn't there?
  7. Sorry, I meant 'extracted 4 files from the meshes'. I used BSA Unpacker to do that. I'm only planning to create six new versions of the Redguard Hood for Khajiits, and the original hood came with those four meshes. Anyway, thanks. I'll see if I can work out how to create TextureSets and give that a go :-)
  8. I'm trying to make a series of six different-coloured versions of the Redguard hood for Khajiit. I already have the textures (redguardhatdb.dds), but I just can't seem to get the things to work. I've followed standard tutorials. To begin with, I've extracted the four files redguardhoodfkha_0.nif, redguardhoodfkha_1.nif, redguardhoodmkha_0.nif, redguardhoodmkha_1.nif from the textures meshes, opened each one in NIfskope and changed the main texture. I normally renamed the texture to something like khajiithoodgreen.dds, by the way, and save the nifs as khajiithoodgreen_0.nif, and so on. When I've done all four, I go into the CK and duplicate RedguardClothesHatKhaAA, open it, and apply the male and female _1.nifs under the male and female categories. This is where I start to notice something is not right, because I don't see any models in the preview window. Anyway, then I save, changing the name to KhajiitHoodGreenAA. Next I go to Armor and duplicate ClothesRedguardHood, open it, and change the model to KhajiitHoodGreenAA. Change the armor name to KhajiitHoodGreen, close. But then when I check the preview, I see the model, but it's still blue, and not the green version I saw in Nifskope. This is driving me nuts. I'm not a complete noob in the CK, but this is the first texture work I've done and I have no idea what I'm doing wrong. As far as I can see, I'm following the tutorials. I'm sure it's something mind-numbingly obvious. Any help would be massively appreciated :-) Matt EDIT: Ooh, that's embarrassing. 'Redguard', not 'Reguard'.
  9. Can I ask which one? I'm having exactly the same problem...
  10. I've got the exact same problem, and it's driving me to distraction. I also have convenient horses enabled, so I'll try deleting that...
  11. I'm in exactly the same position, though I have a lot more mods installed. For me, the whole Dawnguard quest doesn't register at all, even though I've had a few random encounters and seem heard the guard prompt (no map update). It seems to be set a stage 110, and even when I've set it to stage 180 via console to complete it, it's only actually completed a couple of times. Even then, nothing registers in the Journal, and although Fort Dawnguard is shown on the map, Dayspring Canyon isn't. Talking to Durak does nothing. When I enter the Fort, the two guys just stand there looking at each other without saying anything. When I talk to Isran he goes through the dialogue, ends with the line SirPandaFace mentioned and then they just walk off. I've tried coc-ing to Dimhollow Crypt, but it is in it's pre-quest state (wolves). Driving me nuts. I will have a go with the unofficial patch, and see if that changes anything, but I'm not holding my breath... EDIT: Uninstalling every mod made no difference, so I decided to delete every trace of Skyrim from my computer and completely reinstall. A pain, but the quest now starts correctly...
  12. My KhajiitSpeak mod (http://skyrim.nexusmods.com/downloads/file.php?id=14513) only intentionally alters the dialogue text of quests, and nothing else. But some people are reporting that some quests are not progressing properly with the mod installed. For example, C01FollowMe in the Companions quest line. The opening line - C01ObserverInitialHello ('I hope that you've readied yourself') - triggers correctly, but the follow-up - C01FollowMeTopic ('You're to be my Shield-Brother?') - doesn't. I've looked over both the modded and unmodded versions, and the only difference I can find is that unmodded, C01ObserverInitialHello is set to link to branch C01FollowMe, topic C01FollowMeTopic, while modded it is set to link to branch C01FollowMe *, topic C01FollowMeTopic *. I'm assuming that the * indicates that I've edited the dialogue there. I also tried deleting the link and adding it back in manually, and the result was the same. Could the * actually be the problem? Should I rename the whole Editor ID? Or is there something else wrong that I'm missing? Any help would be greatly appreciated.
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