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Imrazon

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  1. Hello and welcome, I´m working on my second standalone follower and experienced by chance some funny texture thing. Now I need some ideas: http://staticdelivery.nexusmods.com/images/110/22989999-1453020256.jpg The left part shows the result when there is no texturereplacer for female head and body activated. On the right there is also MatureSkin2 activated. My thought is, that a mod like MatureSkin2 (only textures, no esp) should not have an effect on a standalone follower. More Details: Her face was made the vanilla way only using expireds RaceMenu to get her nosetype. All additional sliders remained untouched. Export FaceGen data with "spf" consol command. In Creation Kit (CK) all was done according to common tutorials: Setting up the texturesets, creating Body, Body parts, head and headparts all having their own ID. For her meshes and textures I used elmanouches "Muscular Woman". In game I use UNP and MatureSkin2. Because I prefer smoothed orc faces I used the female normal map for her head textures. The same way as I customized the "MatureSkin2" textures by replacing the normal map for female orcs with the female normal map. When all was done in CK, her face gen data was exported using "ctrl + F4" to avoid the grey face bug. Now I have two questiones: How can a standalone follower get affected by a textureset like MatureSkin2? Assumption: MatureSkin2 may affect the exported face gen data got with "ctrl + F4" How can I get the result on the right side of the picture without MatureSkin2 activated? I have already tried to replace elmanouches normal map I used for the orc with the normal map of MatureSkin2, but that shows no difference to the result on the left side of the picture. I use ModOrganizer and with it, seperate profiles for Charakter Creation, CK, First Tests and Test games. Thank You in advance and greetings Imrazon
  2. Hello, I want to share my first mod here on Nexus and my experience is only about MO. So I like to package my mod : Meshes folder Texture folder esp readme direkt into an archieve, no Data folder above. This way it will be handled with MO. My Noob question: Will such an archieve also get handled with NMM? Thank you in advance.
  3. Hello, I downloaded Bodyslide and Outfit Studio and made some trials with bodyslide. In RaceMenu I experienced an issue when altering the arm size with CBBE morphs. Where the hands are connected to the body there appeared a broad invisible gap: http://staticdelivery.nexusmods.com/supporterimages/110/22989999-1448736482.jpg Has anyone an idea how this can be fixed or what I did wrong? I installed and use bodyslide with ModOrganizer. When creating the body I deaktivate Mature Skin 2 textures which I use in game, because Bodyslide could not see them and the preview was black. With the textures that come with CBBE the preview works fine. For the body creation I choosed the preset "UNP imitate" and altered a little the arms. After building, the data get saved to the CBBE folder and a .tri-file to overwrite. In game with Mature Skin2 the body looks fine and what I´ve expected according to the preview. When testing how it works in RaceMenu i got the result above. Other sliders seem to work fine. I tested not all sliders focusing on the areas where the bodyparts are connected. Can you also tell me where I can find more basic Information about Bodyslide and Outfit Studio. The discription and what I found so far is adressed to more experienced users than I am. I also have one more Noob question: Armors that provide bodyslide support. How have I to understand this? I can´t imagine that such an armor will match with all bodyslide presets and slider combinations I could apply.
  4. Now I spent nearly the whole day reading tutorials, comments and watching videos in order to find something, that could help me. I recognized that my problem is not new and I wonder why it is so hard to find a fix for that. At least I found by chance a hint to solve my problem. The funny thing is: I found it on a site which was not specialized to creation kit or modding, not even games. So for all who encounter the same problem with the same error warnings, here is the fix that helped me: It has to do, that CK is in english and my game not. I had to add one more line to the SkyrimEditor.ini (additional to the lines I had already done) Just below "General" sLanguage=XXXX XXXX stands for the languge you use with skyrim (German, French....) I hope that will help others too.
  5. Hello, I want to make my first steps with the CK, but have problems to start. When loading only Skyrim.esm CK starts fine, showing the normal warnings as displayed on creationkit.com/Category:Tutorials When I also checkmark update.esm I got a number of other warnings concerning strings like: MASTERFILE: LOCALIZATION: Lookup failed for ID: 0x00012584 from strings file: STRINGS/Skyrim_ENGLISH.DLSTRINGS My thought is, that it is because my game has a different language as default, so I dismissed them. When the files get loaded up to 99% I got another warning: Assert File: ..\TES Shared\misc\BGSLocalizedString.cpp Line: 2871 LOCALIZATION: Error opening or reading strings file. When ignoring this warning Ck crashes. I use with the game a custom installation outside the programms(x86) direktory: C:\Skyrim\steamapps\common\Skyrim (OS: Windows 7 prof) So I installed CK in the same directory Having all DLCs I want CK to handle them. According to this tutorial: Creation Kit Tutorial (Installation Process) - YouTube I edit the SkyrimEditor.ini: Below General bAllowMultipleMasterFiles=1 bAllowMultipleMasterLoads=1 Below Archive SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa I use Skyrim with Mod Organizer. So I tried also to run CK with MO having the same result. Can someone tell me what I´ve done wrong and how I could get CK running the DLCs?
  6. Hello, I´m new and want to start making first steps with the CK. There are a lot of turorials about installig CK but they all even the one on ceration kit wiki displays only the default installation. Is it necessary to install CK in the skyrim dirctory? I have skyrim and tools (ModOrganizer, Loot...) in their own folders outside the programms (x86) directory. So I like to install CK aside to the tools. I don´t know if the CK needs to be in skyrim folder in order to detect the game.
  7. THX DiOnysys, I found merge script 1.9. The merging process with TES5 Edit works fine. But unfortunetaly the merged esp refused to work in game. It´s a pity. I think it has to do that NPC creator makes mods that come with invalid and out of order subrecords along.
  8. Hello, I made some changes to some NPCs using the NPC Editor. Now I have a little amount of esp ans bsa files. Is it possible to merge them all? How is this done? Where can I find tutorials about this, because I´m very new to modding? THX
  9. Thank you for your answer Thallassa. That what confused me was, when checking the date the bashed patch esp was created, I only saw the date of the first building the patch. But the rebuild patch (update) I made some days later.
  10. Hello, i´m new to using mods, and after some trials I´m following the basiscs of "Modding Beginners Guide" from Tony967 (http://www.nexusmods.com/skyrim/mods/56894/?) According to this guide I installed Wyre bash and run it through ModOrganizer to build a bashed patch. This worked fine getting the same results as in the guide. (MO: 1.3.8 ; Wyre Bash: Wyre Smash 305 (standalone)) A different result came with updating the bashed patch. I got only dokument files in the overwrite directory of MO but no esp file. Because the discription in the guide is at this point a little vague, I watched a tutorial by the gamer poets ( ). In this case I couldn´t get help from it, so I tried things on my own. This way I noticed, when I untag the bashed patch in the left panel in ModOrganizer, and then starting Wyre bash to rebiuld patch, I get an esp file and dokuments to the overwrite in MO. If the bashed patch is tagged (activated) in MO I will get only dokuments to the overwrite. Is this the wright way to do this, or does one of the tools not work properly?
  11. Thank you all for your answers. I think I´ll list them as an edit to the top. The merging of save game data explains a minor issue I noticed, even when playing pure vanilla on playstation before I deside to start playing modded skyrim. There I noticed by loading one save over the other, that in some places fish (alchemy ingredients) seems to be harvestet, though the character wasn´t there before. According to console commands I hope someone gives some examples. I suppose the often mentioned "showracemenu" is not one which would mess up my save.
  12. Hello, when reading troubleshooting topics I often noticed the term corrupted savegame. So far I have only few informations about possibilities to get a savegame corruted. ( I´m new to modding, started June this year) Some Mod authers give advise for a clean save in their uninstall informations. So I suppose that I get a corruted save, if I don´t follow their advice. I noticed a recommodation to clean a save when uninstalling a mod which comes along with papyrus script. At least i got from a youtube tutorial the information that a save can get corrupted with console commands. In this video the authors presents commands about altering game- and camera speed and AI related commands like "TC". But I suppose that only some commands would really do that. That is not really much information. So I invite you all to tell ways a savegame get corrupted, so I can better take care of this in future. Edit: Here I want to list the possibilties, that come with the given replies to provide some overview. Perhaps it is useful for other beginners like me. (I will update this when more replies are given) Handling save games. When loading one save over the other the data from the differnt saves get merged, which comes from a lack of memory clearing in Skyrim. Recommendation: If you want to load another save during a game, quit the game, resart it and choose the save you want to load. Autosaves can occasionally cause problems when they don't properly pause the game while triggering, which can lead to half-finished scripts in the save. Recommendation: avoid them. Uninstalling Mods Removing Mods, especially scripted ones, while continuing the game with a save that depends on it. Recommendation: Check the Uninstall discription to the Mod. Many Modauthors provide information how to handle your saves. If your trying out several Mods because you not sure what you want to use (like me) use a clean save for testing mods. There are save game cleaner to download, but there is no guarantee for success. The Mod itself Poorly written Mods concerning their scripting can lead to problems Recommendation: Read the posts to this mod. There you can find out if many users have problems with this mod and what kind of problems there are. In the posts you can often find some tricks, advise from experienced mod makers and -users to handle those problems. Console commands
  13. Hello, I´m a beginner in using mods and need some detailed help to get UNP Texture Blender - Mature Skin work with Mature Skin 2 UNP by Maevan2. My issue: failed to save data. I make now a second trial (trials) after a fresh install to get game and mods outside "programms x86" folder. I use ModOrganizer to manage my mods. Here are the installation paths I use: Game: C:\Skyrim\steamapps\common\Skyrim ModOrganizer: C:\Skyrim\Skyrim Programme\Mod Organizer Texture Blender: C:\Skyrim\Skyrim Programme\CalienteTools\UNP Texture Blender - Mature Skin My first trials were to run direct the textureblender.exe as administrator. Copying the mature skin 2 texture folder to the Data folder in game directory. Using notepad++ for manual setting the game data path in config.xml. In another trial I set the game data path to the texture folder of mature skin 2 itself. In both cases texture blender seems not to be able to find the textures. Yes I uncomment the lines in config.xml by deleting <! The trials where I come closest to success was starting the texture blender from ModOrganizer. Writing in config.xml as game data path: C:\Skyrim\steamapps\common\Skyrim\Data\Textures; marking "Use Currently installed textures" when texture blender started. In this caes I´m not sure wether MO uses the game data path. Here I get positiv previews from that I want to blend. But when blending I got te message: failed to save data. I made severel trials for the "TexOutputPath" in config.xml in order to have a seperated save. in one case a folder on C: drive, in another case setting desktop asTexOutputPath. I made sure to have the folder not read only. I need some ideas what I could try; or some detailed information (how texture blender to install, config.xml settings ect) from those who successfully worked this tool. Thank You
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