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calthrop

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  1. Gotcha. I'm guessing that the stuff in the /grass folder isn't in precombines (unlike the leafpile stuff which is in /forest), but since I can't know I'm just not going to bother. Appreciate the advice, and thanks for saving me a lot of time!
  2. @ChuckSteel thanks for the reply! I guess I'll check out the cliff and rock meshes to see which grass meshes are attached and go from there. Can I ask if you know whether simply editing the UVs of something like the leafpile nifs (in landscape/forest) would break precombines (assuming its included in them) if I left the geometry and makeup of the mesh alone?
  3. I have a quick question: this post over on Bethnet asserts that "Most grass (but not all) is procedurally generated so isn’t part of a precombine." I'm currently working on a mod that would replace some of the awful grass meshes but have no idea how to track down which ones should be left alone. I wasn't planning on changing many (or even most, just a handful), but I don't want to go through all that work only to later get reports that I've gone and broken precombines over half the map. So...does anyone happen to know *if* grass is actually part of precombines, and if so, which ones? Or if they are and no one has actually tracked them down, is there any way for me to do so? Thanks in advance! This thread is a life saver. Edit: just to be clear, the meshes I'm considering working with are grass/driedgrassshapes02, forestgrassobj01->04, driedgrasscluster04->05, blastedforestgrassobj02, blastedforestrocksobj01->02, blastedforesttwigs01->02. Another question occurs to me: if I change only the UVs of a mesh (say, landscape/forest/leafpile01->04) and leave the geometry, etc. untouched would that break precombines?
  4. I'm trying to solve a problem inherent in an excellent FO4 mod, 'Be Exceptional' by rcoll (hereafter called BE), which uses the LevelUpMenuEx framework by Neanka. Part of what this mod (BE) does is make certain vanilla perks (stuff like sneak, simple damage increases for weapons, etc.) hidden/non-playable since these effects get applied through the mod's skill system. It also removes the actual effects of the perk entries, basically leaving only the base in case other mods reference them. However, this has the unfortunate side effect that any companions/NPCs that use those perks won't get any effects from them. Particularly sneak has me bothered because vanilla FO4 companions use those perks, but a number of mods actually add other perks to various NPCs to adjust difficulty/gameplay experience. I'd like to sort this out by making a patch, but I'm looking for advice on the best way to go about it with compatibility in mind. I've tried to contact the author, but he/she hasn't been around the Nexus for a few months, and no one on the LevelUpMenuEx discord had any ideas either. My first thought was to just add the effects back into the perks, but I believe (though I'm not certain) that the author removed the perk effects so people could seamlessly install mid-playthrough (since perk effects can get 'sticky' when removing them). There may be other reasons they did this but none of the author's articles indicate why, so that guess is all I'm going on here. Another option would be to make copies of the perks and dole those out, but that would require adding them into the NPC records and yet again open the door to patching Hell. FO4 modding has enough of that already. The solution I'm sort of leaning towards is adding the effects back into the vanilla perks (ofc leaving them hidden/non-playable) but working in a condition that would make them unable to affect the player. However, based on my very limited knowledge of Bethesda perk systems, the few ways to do this seem to be questionable in whether they would actually achieve the desired effect at all or do so without introducing new issues. I've tried searching for a 'best practice' for this but have come up empty-handed. So here I am : ) I'm hoping someone might be willing to lend an assist on whether adding such conditions to the perks would solve the problem, and if so, what exactly the conditions should be. Or, if I'm completely off-base in how I'm thinking about this, I'd gladly welcome any other recommendations on how I could solve the problem. Thanks in advance for any advice! -Calthrop
  5. Congratulations to all of you on the release! Now, a silly thought. Say Wu Tang Lore really fast. ... I have uncovered your secret, Ghostface Bear.
  6. As the title implies, that snow on the walls, bricks, etc. in windhelm has been driving me nuts since Nov 11. It looks like a maniac has been running around town with a bucket of white paint. No mods that have retextured windhelm have helped that in the least (Skyrim 2k HD or anything else that has touched windhelm), even though many of them are quality work. After looking into the windhelm textures folder and speaking to some folks, it (possibly) looks like either that snow isn't a texture in the windhelm folder or it is similar to 'watery rocks' in that it isn't modified through a texture folder at all (opticshooter modified the watery rocks by altering the wetrocks meshes folder). Unfortunately, I don't have the knowledge to even pinpoint the problem let alone the solution. Essentially the request is share any knowledge that would help make that painted snow look better!
  7. First of all, thanks in advance for any help! Does anyone know of any particularly nice reworks of the primary rock texture for Markarth? It's also used indoors in Markarth as well as in dwemer ruins, if what I've read is correct (though I'm certainly no expert on this so please correct me if I'm wrong). Also looking for something to replace windhelm's ubiquitous "dark snowy wall" if anyone has a recommendation on that! I'm not limited by VRAM or system constraints at this point, so feel free to throw anything out there. Some of what I'm running right now as far as retextures so you have an idea of what I'm looking to match: Skyrim 2k 1.3 Serious HD Landscape Caves and Rocks from Snow and Rocks HD Farmhouse and Villages HD I've been looking far and wide, so any help is greatly appreciated! I've done my best to go through the 'obvious' choices on the nexus that I could find, but no luck yet...
  8. Long time lurker here, thanks for the awesome content you all produce! I found an interesting link to a tweak guide I haven't been able to find anywhere else linked in an Italian forum I happened to be browsing, so I thought I would share: http://www.mmorpgitalia.it/site/showthread.php?306251-NVIDIA-The-Elder-Scrolls-V-Skyrim-Tweak-Guide Just click the link in the OP. It doesn't seem this article can be linked directly, so forgive me if this doesn't work for you either but I thought some folks would be interested :wink: There is some interesting new information in the later parts of the guide, I hope you all enjoy! (If this ended up posted in the wrong place, please feel free to move it wherever you think best!)
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