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Subvert5

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    Minecraft, Fallout: New Vegas
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    Elder Scrolls

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  1. I did test them, and no issues were detected. I will look up those other 2 you mentioned. Thanks.
  2. I made a sub-basement forging area in proud spire manor (you can find my uploaded mod), and I recently added navmeshes to it by building off of what was already in the adjacent room. My issue is that my followers seem to "lose" me when I go between the original area and my new basement. In other words, they stop in their tracks when I cross the threshold. Also, as a result, clairvoyance doesn't work in my new room, but works as soon as I cross the threshold into the original room. Does anyone know what would cause this? I just built off the original navmesh. Would it have anything to do with the fact that there is a static object in the way before you upgrade the manor? Any help is appreciated.
  3. I don't know if this is the best place to post this, but here goes: I am pretty new to the mod manager (and, really, posting mods in general). Does the mod manager automatically check for, and download, updates for installed mods? And what is the correct procedure for updating your mod. I recently made changes to my "circlets with hooded robes/hoods" mods, and I'm not sure if I re-uploaded them right. I set the original files to "old files" and the new ones to "main files", and also changed the versions to "1.1". My file pages still say the latest version is "1", though. Should I have set them to "update files" instead of "main files"? Thanks for your help in advance, and I'm sorry if this is already posted somewhere. I've searched and couldn't find anything.
  4. ! TEXTURES: Texture Set missing texture textures\armor\thievesguild\m\ThievesGuildArmorCapM_nV2.dds. ! TEXTURES: BASE Meshes\Armor\ThievesGuild\M\HoodAlternateGND.nif : HatAlternateGND:0 is missing a normal map ! TEXTURES: Texture Set missing texture textures\armor\thievesguild\m\ThievesGuildArmorCapM_nV2.dds. ! TEXTURES: BASE Meshes\Armor\ThievesGuild\M\HoodVariantGND.nif : HatAlternateGND:0 is missing a normal map
  5. I have a mod that I uploaded to the steam workshop. After going in and editing it to include some things that I missed, it now says it's missing some textures for thieves guild armors. I didn't touch any textures, as this mod is just a simple edit. But now, I am no longer able to update the mod because of this, and I had someone complain that their thieves guild armor's textures are messed up. I don't personally have any problems with the textures. Any ideas on why this is happening? Or what I can do about it? Also, If I decide to just re-do the mod, does anyone know if it's possible to just change the .esp file on steam, or do I have to upload a totally new one? I will post the exact errors I'm getting in a sec. Thanks.
  6. I like the MW voice better purely from a lore-standpoint. It goes along with all the other changes in the transition from altmer to dunmer.
  7. Wasn't it already confirmed that dunmer sound more like they did in MW?
  8. I've spent all day trying to find a specific name for this outfit. I think it may be "Chang Pao" (Qi Pao? I think that's the female version, though) or "Chang Shan", but I figured I would see if anyone else has more knowledge on the thing. I think it may be made of silk, and it is used a lot in old kung fu movies. It's also worn by Gen from Street Fighter: http://images.discoazul.com/images/genstreetfighter.jpg
  9. Main issue being that Morrowind only happened 7 or so years before Oblivion. If you ever play Battlespire or Redguard, you'll have the same issue True. I didn't think of that. So I guess my first idea would have to apply: An entity that places itself in these heroes' lives to fulfill a prophecy. I mean, it's basically true, since that's what you're doing with any game ;) . But that's why I like background-less characters like in TES. Like I said: Quantum Leap style. Also, I didn't play BS or RG, so I don't know how it would apply to them. I know in redguard you play a specific person, though.
  10. I second this. And I'm expecting at least mention of them in Skyrim, if not an elaboration of them. However, I'm starting to think that Tosh Raka is just their interpretation of Akatosh. I mean, "Tosh Raka" is basically "Akatosh" in pig-latin, if you think about it.
  11. Pretty much what I was gonna say. Daedric Lord seems like a pretty stationary position, and I would think that anyone who is to adopt one of those positions would lose their mortal ability to adapt/grow/change. So, in other words, you wouldn't be gaining the position as a Daedric Prince as much as the position is gaining YOU. :P
  12. I'm still learning the in's-and-out's of modeling, but I plan on making a couple dreadlock hairstyles.
  13. He is immortal, as he is the avatar of Bethesda in the mortal plane. :)
  14. I want to become a Daedra Lord again, like in Shivering Isles. :)
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